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BY THIS POLEAXE
PEN & PAPER SMALL BATTLE RULES
By This Poleaxe
Pen and Paper Small Battle Rules
©2014 HYDRA COLLECTIVE LLC
by Chris Kutalik
By This Poleaxe
By this Poleaxe: Pen and Paper Small Battle Rules
Squad
Each “squad” is made up of up to 5 combatants. A squad is repre-
sented by a single figure in a miniatures game and will generally be
part of a battle or conroy (a larger unit) in battles involving more than
100 combatants. A squad must be at full strength (five combatants)
if possible.
Squads have five attributes:
Attack Value, Defense Value, Morale Value,
Hits to Kill
and
Movement
Defense Value Table
Base
1
2
3
4
5
Type
Unarmored (AC 9 or 10)
Light (AC 7 or 8)
Medium (AC 4 to 6)
High (AC 1 to 3)
Very High (AC 0 and less
Defense Value Modifiers
Type
Hard cover
Major special defensive ability
Medium special defensive ability
Minor special defensive ability
Soft cover
Modifier
+2
+3
+2
+1
+1
Squad Attributes
Attack Value (AV)
The measure of the squad’s ability to hit on a d10. Total Hit Dice and
divide by 5.
Attack Value Table
Base AV Description
1
2
3
4
5
6
0 level Human, monster under 1HD
Man-at-Arms 1st level, monster up to 1+1 HD
Monsters of 2 to 3 HD
Monsters of 4 to 7 HD
Monsters of 8 to 10 HD
Monsters of 11+ HD
Morale (MV)
The measure of a squads ability to not break and run.
Morale Value Table
Squad Type
Peasant Levy, kobolds, rabble
Average soldiery, orcs
Veterans, hobgoblins, white apes
Modifier
+1
-1
+1
+3
+2
+1
+1
+3
+1
+1
Knights or other elite
Fanatics, berserkers
Undead
Base Morale
4
6
7
8
9
10
Attack Value Modifiers
Type
Attacking from the flank, rear, or from surprise
Crappy weapon (dagger, club, hoe)
Fighter or Trained Leader over 6th level/HD “stacked”
with unit
Major special offensive ability
Medium special offensive ability
Minor special offensive ability
Mounted
Squad all equipped with major magic weapons
Squad all equipped with minor magic weapons
Two-handed weapon
Modifiers:
+1 if in a
“secure position”
(behind cover, in a pike phalanx, bless
spell etc)
+1 if leader’s CHA is between 15-17 (non-stackable)
+2 if leader’s CHA is 18 (non-stackable)
Defense Value (DV)
The measure of the squad’s ability to shrug off hits, used as a savings
throw. Average the ACs in the squad.
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By This Poleaxe
Hits to Kill (HTK)
Hits to Kill (HTK)
Squad Type
Human levy or 1/2 HD
1 HD or Man-at-Arms
2 to 3 HD
4 to 5 HD
6 to 7 HD
8 to 9 HD
10+ HD
Squad has 4 members
Squad has 3 members
HTK
1
3
3
4
5
6
7
-1
-2
The number of hits the squad can take before being Out of the Fight.
The Combat Turn
Phases in a Round
1.
2.
3.
4.
5.
Both sides declare movement/charges
Both sides move half their stated distance.
Missile fire and Spells for stationary or moved and trained skir-
mishers (horse archers, halfling bola throwers, jinetes etc.).
Both sides finish declared movement.
Melee combat
Before the Battle
Roll 2d6 for the number of
“move spaces”
(abstractions that are
roughly 60-foot increments) between the sides. Direct contact is con-
sidered to be at 0 move spaces.
Movement
Squads move at standard btb movement rates or in their move spaces
if used abstractly.
Movement (M)
The number of abstract
“move spaces”
that a squad can move per
combat turn. Movement is with the by-the-book standard rates if a
map grid is is in use.
Missile Ranges in Move Spaces
Weapon Type
Thrown Weapon
Short Bow
Long Bow
Light Crossbow
Heavy Crossbow
Effective Range Long Range
1
2
2
2
3
-
3
4
3
4
Movement Table
Base Move
60 feet or less
90 feet
120 feet
150 feet or more
Spaces Moved
1
2
3
4
All weapons are at -2 to hit at Long Range
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By This Poleaxe
Spells
Spells need to be adjudicated by the GM on a case by case basis (yes,
a cop out).
As a general rule low-level spells that only effect 1-2 individuals will
have no effect at this scale. Spell duration will almost always equal
one round per combat turn. If movement spaces are used spell ranges
will scale to 60 foot per movement space. Touch based or under 30
feet range spells can only be used in melee.
Out of the Fight Table
d10 Roll Effect
1
2-4
5-7
8
9
10
11+
All members killed.
1 to 4 members killed, the rest severly injured.
1 to 2 members kills, the rest severly injured.
1 member killd, 1 to 3 severly injured, the rest lightly
injured.
1 to 4 severly injured, the rest lightly injured.
All members ligtly injured.
No post-battle damage.
General Guidelines for Spell Effects
Damage dealing spells (Magic
Missile, Flame Arrow)
Cause 1 HTK per 2 to 3 HD
worth of damage.
Area effect damage dealing spells As above but spread over squads
(Fire Ball, Lightning Bolf )
as per spell effect.
Cause 1 temporary (until end of
Incapacitating spells (Sleep, Web, spell effect) HTK per 2 to 3 HD
Hold Person, Color Spray)
worth of damage. Target squad
immobilized.
Healing spells (Cure, Heal)
Combat enhancement spells
Protective spells
Remove 1 HTK per 2 to 3 HD
worth of spell effect.
Giave AV bonus of +1 to 3 de-
pending on strength of spell.
Give DV bonus of +1 to 4 de-
pending on strength of spell.
Modifiers to Out of Fight Roll
Description
1st to 3rd level Cleric or Druid present
4th to 5th level Cleric or Druid present
6th to 7th level Cleric or Druid present
8th to 9th level Cleric or Druid present
10th level and above Cleric or Druid present
Modifier
+1
+2
+3
+4
+5
Squads who have taken less than half their hits rolls on the table
above at +5.
Severely wounded characters are at 1 hit point and need at least two
weeks of bed rest to recover. Lightly wounded characters are at half
hit points.
Melee and Missile Combat
Combat is simultaneous. Each combatant rolls a d10 once for each
squad in combat. A hit is scored if the value is at or below the CV. At
the end of the round each squad hit rolls a d10 save against their DV
(at or below the value).
A squad who takes all of its HTK is Out of the Fight.
Mythical Creatures
Man-sized creatures are treated as normal. Other larger beasts have
special features. Such beasts have a flat inflated AV, DV and MV at-
tached to them. Hits will range from 2 and up depending on the size
of the beast.
Morale
When to check Morale:
• Squad has taken a hit.
• Squad is attacked from the flank, rear, or in surprise.
• Foot receiving a mounted charge.
• Friendlies routing in line of sight.
To perform a check roll a d10 against the
Morale Value.
If the num-
ber rolled exceeds the MV, the squad immediately routs away from
the closest enemy danger and along the safest perceived route.
Leaders (or PCs) may attempt to rally a squad by making a Resistance
check of CHA vs 10 or a roll against the Tactics skill if that is higher.
Out of the Fight
Squad members out of the fight are not necessarily killed. Some are
seriously injured, others may be only lightly but have been trauma-
tized into ineffectiveness. After the battle the victor can try and re-
coup casualties.
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