Mass Combat Rules
(These rules are homebrew and still WIP. Expect tweaks and DM rulings for balance.)
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Scaling the Battlefield
Units and Stats: Units are collections of Characters that share the same Stat Block. This could be a horde of goblins or a group of militia spearmen, for example. Uniques: Unique Units are Characters that don't share stat blocks with others. They can either attach to a unit (to lead or support it) or they can stand alone. Uniques might be powerful Player Characters, NPCs or powerful monsters like Dragons. Grid Size: Each square on the battlefield now represents a 30 foot cube instead of the standard 5 foot cube. Time: Each Mass Combat Turn lasts 1 Minute rather than 6 Seconds. Movement Per Turn: Just like in regular combat, Units get a Move and an Action. They move at normal speed for their stat block (usually 30 feet). They can take the Dash Action to double their movement that Turn. Infantry Units: Move 1 square or 2 per round (representing 30-60 feet). Cavalry Units: Usually moves 2-4 squares per round, depending on their mounts' speed. Flying Units: May move vertically as well as horizontally. Difficult Terrain: Difficult Terrain doubles the movement cost as in normal combat. This means that typically to cross 30 feet of Difficult Terrain, a Unit would have to take the Dash Action. For more complicated situations, the poor DM has a formula to math it out. Ask them.
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Unit Sizes and Formation This represents the physical space needed for troops to maneuver and fight effectively. Approximately every 25 Medium sized creatures fills 1 space (30 foot cube). A Unit is considered to occupy any space which they cover at least 50%. Unit Sizes: 10-25 Troops: Occupy 1 square (30'x30'). 26-50 Troops: Occupy 2 squares. 51-100 Troops: Occupy 3 squares. 100 Troops: Occupy 4 squares. 1,000 Troops: Occupy 9 squares. Scaling Up: Continue this pattern for larger units (e.g., 10,000 troops occupy a 6x6 formation of 36 squares). Formations: Units larger than 1 square can change formations (e.g., line, column or box) but must maintain their space requirements. Unit spaces must be contiguous normally.
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Attack Rolls and Damage For melee attacks, each square a Unit occupies that is adjacent to an enemy square gets an Attack Roll. For ranged attacks, each square that is in range of an enemy unit gets and Attack Roll. Units with Reach can attack from behind friendly squares, but only if that Unit is in a Line formation. Making Attack Rolls: Roll the Attacks as normal for the Stat Block of the Unit including any modifiers that might apply. (advanage, cover, flanking, conditions, high ground, etc). Damage Calculation: If an attack roll hits, the unit deals maximum possible damage multiplied by the number of attacking individuals. If an attack roll misses, the unit still deals the average damage multiplied by the number of attacking individuals. Calculating Casualties: Divide the damage dealt to a square by the average hp for that Unit (round up). That is the number of casualties The target Unit has taken. Obviously, the targeted Unit cannot take more casualties than the target square contained.
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Initiative and Saving Throws Non-unique Units are assumed to have rolled a collective 11 on all Initiative and Saving Throws. They do add their modifiers (if any) to these rolls as normal. When multiple Units on opposing sides have the same initiative, their controllers take turns moving one Unit each until all those Units have had a Turn.
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Stealth and Surprise A Unit attempting to Hide is assumed to have rolled a collective 11 on its Stealth Check roll. They add any modifiers as normal. Units trying to Spot them oppose this Stealth roll with their Passive Perception. If a Unit is unaware of a Hidden enemy they are Surprised on the first Turn of combat.
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High ground A Unit whose square is considered High Ground receives Partial Cover to those beneath them (+2 to AC and Dex Saves).
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Flanking If a Unit has enemies in squares flanking them, they are Flanked (hostiles get advantage on melee attacks).