Deacon Blues
06-21-2005, 11:02 PM
I saw the old Mass Combat thread below, but I'd already written up my rules for Mass Combat before I found it. So I'll post them anyway and let the Internet decide their worth.
Mass Combat in Burning Wheel
Mass combat rules allow characters to participate in combats with large numbers of opponents (a dozen or more) without bogging the game down too far. It’s suitable for barroom brawls, city riots or even military skirmishes.
Mass Combat presumes the following:
(1) If you’re in a Mass Combat, you’re practically guaranteed to get hurt. The question is whether you’re still walking afterwards.
(2) A character can decide how aggressive he wants to be in a Mass Combat, and his choice will have a significant effect on the outcome.
(3) The PCs and what they do are of primary importance in a Mass Combat. Everything else is background music.
When the GM decides that a scenario has broken down into Mass Combat, use the following steps:
Determine Size of Mass Combat
The number of people involved in a Mass Combat should be totalled up or estimated by the GM. Count all participants, regardless of how many sides there are.
Ob 1 10-20 (A barroom brawl, a skirmish between two gangs)
Ob 2 21-40 (An engagement between two platoons)
Ob 3 41-80 (A riot in a crowded courthouse)
Ob 4 81-150 (A riot on a crowded city square)
Ob 5 151-500 (A battle between two small companies)
Ob 6 501-1000
Ob 7 1001-5000
Ob 8 5001-10000
Ob 9 10001-25000
Ob 10 25001+
Example: Darius is in a crowded bar when a fight breaks out. The GM estimates that there are about 30 people in the common room, so this is an Ob 2 Mass Combat.
Determine Arms of Combatants
Don’t bother statting out each individual NPC. However, the GM should determine what type of weapons most NPCs are carrying. Presume an average Power of 4 for determining IMS.
Example: This is a “friendly” brawl, so no one’s pulling out knives. The GM decides most people are using improvised weapons (Power +2), so the IMS is B3/B6/B9.
Divide Pools
As with a Bloody Versus Test, PCs divide their relevant combat skills into two pools: one for attack and one for defense. PCs may be able to FoRK certain skills, depending on the circumstances of the Mass Combat. FoRKed skills apply to the original skill exponent; they are not applied separately to each pool. Common FoRKs for military Mass Combats include Command, Battle-wise, Conspicuous and Intimidation. FoRKs for more urban Mass Combats include Streetwise, Inconspicuous and Brawling (if the PC is using a weapon already). The GM is encouraged to be generous but reasonable, as the PCs will need every die they can get.
Example: Darius has Brawling at B2. He also has Streetwise at B3 and Inconspicuous at B3, so he gets to roll 4 dice altogether. He puts 2 in attack and 2 in defense.
Declare Intent
Each PC declares what his intent is during the Mass Combat.
Example: Darius’ intent is to get out the back door before the cops arrive.
Roll for Attack and Defense
Each PC rolls both his pools separately.
Example: Darius rolls both his pools, getting 2 successes on attack and 1 on defense.
Compare Attack
If the PC beat his Obstacle for Mass Combat on his attack roll, he accomplished his intent. If not, he failed, and takes an Incidental wound in addition to any other damage he might suffer.
Example: Darius got 2 successes on an Ob 2 test, enough to accomplish his intent. He’s in the alley behind the bar.
Compare Defense
If the PC beat his Obstacle for Mass Combat on his defense roll, he took no damage whatsoever (lucky!). Otherwise, his armor is damaged and he may take injury himself. Reduce his armor by 1D for every two successes he fell short of the Obstacle. Then, roll the DoF to see how much damage he took.
DoF Damage
1-3 Incidental wound
4-5 Mark wound
6 Serious wound
The character rolls any remaining armor dice he has against this damage and records any injury he takes as normal.
Example: Darius failed the defense test, so he’s taking damage. He wasn’t wearing any armor, and he only missed his Obstacle by 1 success anyway. The GM rolls the DoF: 2, an Incidental wound. Darius checks off a wound under B3 on his Tolerance scale: a Superficial wound. Not bad.
Don’t You Know There’s A War On?
Contrary to what movies or video games might tell us, the purpose of war is not to completely slaughter one’s enemies. It’s to achieve tactical goals through the use of force. The Mass Combat rules aid the simulation of warfare in that respect.
In a military engagement, each PC can have command of a unit of men. They engage in Mass Combat using their Command skill. If they succeed in their intent, they give +1D as a helping die to their commander. Once all unit leaders have had a chance to try for their intent, the commander makes his Tactics roll. If he gets more successes than the opposing commander, his side – and the PCs – win the battle.
Example: Yuri, Tristan, Victor and Jian have to defend a town against a massive bandit army (an Ob 4 Mass Combat). Jian is the commander; Yuri, Tristan and Victor each have leadership of a force of peasant conscripts.
Jian issues his orders. “Yuri, take out those archers. Tristan, flank the bandits’ reinforcements and cut them off. And Victor – hold this line, no matter what!”
Yuri’s rolling 6 dice thanks to plenty of FoRKs. He splits these into an attack pool of 5 and a defense pool of 1.
Tristan’s rolling 7 dice. He splits these into an attack pool of 4 and a defense pool of 3.
Victor only has 5 dice. He puts all 5 of these into the attack pool, saving nothing for defense.
Even though Yuri, Tristan and Victor are only each seeing a piece of the battle, they have to test against the full Ob 4. The bandits are using hunting bows, with an IMS of B4/B7/B10, and swords with an IMS of B4/B7/B10.
Yuri gets 4 successes on the attack and 1 success on the defense. He missed his defense Obstacle by 3 successes, enough to cost him 1D on his armor. He takes a Mark wound, but his armor defends against it. Yuri’s men overtake the archers, scattering or slaughtering them.
Tristan gets 3 successes on his attack and 3 successes on his defense. He takes an Incidental wound for failing his intent, but loses no dice from his armor. He takes another Incidental wound from failing his defense. His armor stops both wounds, but degrades by another 1D. Tristan flanks the reinforcements but can’t keep them from joining the main force.
Victor gets 4 successes on the attack. He misses his defense obstacle by 4 successes, so he loses 2D from his armor. He takes an Incidental wound and his armor fails to stop it. However, he and his men held the line.
Jian now makes his Tactics roll, adding +2D for Yuri and Victor’s successful intents. If he gets more successes than the bandit commander, he wins the battle.
Mass Combat in Burning Wheel
Mass combat rules allow characters to participate in combats with large numbers of opponents (a dozen or more) without bogging the game down too far. It’s suitable for barroom brawls, city riots or even military skirmishes.
Mass Combat presumes the following:
(1) If you’re in a Mass Combat, you’re practically guaranteed to get hurt. The question is whether you’re still walking afterwards.
(2) A character can decide how aggressive he wants to be in a Mass Combat, and his choice will have a significant effect on the outcome.
(3) The PCs and what they do are of primary importance in a Mass Combat. Everything else is background music.
When the GM decides that a scenario has broken down into Mass Combat, use the following steps:
Determine Size of Mass Combat
The number of people involved in a Mass Combat should be totalled up or estimated by the GM. Count all participants, regardless of how many sides there are.
Ob 1 10-20 (A barroom brawl, a skirmish between two gangs)
Ob 2 21-40 (An engagement between two platoons)
Ob 3 41-80 (A riot in a crowded courthouse)
Ob 4 81-150 (A riot on a crowded city square)
Ob 5 151-500 (A battle between two small companies)
Ob 6 501-1000
Ob 7 1001-5000
Ob 8 5001-10000
Ob 9 10001-25000
Ob 10 25001+
Example: Darius is in a crowded bar when a fight breaks out. The GM estimates that there are about 30 people in the common room, so this is an Ob 2 Mass Combat.
Determine Arms of Combatants
Don’t bother statting out each individual NPC. However, the GM should determine what type of weapons most NPCs are carrying. Presume an average Power of 4 for determining IMS.
Example: This is a “friendly” brawl, so no one’s pulling out knives. The GM decides most people are using improvised weapons (Power +2), so the IMS is B3/B6/B9.
Divide Pools
As with a Bloody Versus Test, PCs divide their relevant combat skills into two pools: one for attack and one for defense. PCs may be able to FoRK certain skills, depending on the circumstances of the Mass Combat. FoRKed skills apply to the original skill exponent; they are not applied separately to each pool. Common FoRKs for military Mass Combats include Command, Battle-wise, Conspicuous and Intimidation. FoRKs for more urban Mass Combats include Streetwise, Inconspicuous and Brawling (if the PC is using a weapon already). The GM is encouraged to be generous but reasonable, as the PCs will need every die they can get.
Example: Darius has Brawling at B2. He also has Streetwise at B3 and Inconspicuous at B3, so he gets to roll 4 dice altogether. He puts 2 in attack and 2 in defense.
Declare Intent
Each PC declares what his intent is during the Mass Combat.
Example: Darius’ intent is to get out the back door before the cops arrive.
Roll for Attack and Defense
Each PC rolls both his pools separately.
Example: Darius rolls both his pools, getting 2 successes on attack and 1 on defense.
Compare Attack
If the PC beat his Obstacle for Mass Combat on his attack roll, he accomplished his intent. If not, he failed, and takes an Incidental wound in addition to any other damage he might suffer.
Example: Darius got 2 successes on an Ob 2 test, enough to accomplish his intent. He’s in the alley behind the bar.
Compare Defense
If the PC beat his Obstacle for Mass Combat on his defense roll, he took no damage whatsoever (lucky!). Otherwise, his armor is damaged and he may take injury himself. Reduce his armor by 1D for every two successes he fell short of the Obstacle. Then, roll the DoF to see how much damage he took.
DoF Damage
1-3 Incidental wound
4-5 Mark wound
6 Serious wound
The character rolls any remaining armor dice he has against this damage and records any injury he takes as normal.
Example: Darius failed the defense test, so he’s taking damage. He wasn’t wearing any armor, and he only missed his Obstacle by 1 success anyway. The GM rolls the DoF: 2, an Incidental wound. Darius checks off a wound under B3 on his Tolerance scale: a Superficial wound. Not bad.
Don’t You Know There’s A War On?
Contrary to what movies or video games might tell us, the purpose of war is not to completely slaughter one’s enemies. It’s to achieve tactical goals through the use of force. The Mass Combat rules aid the simulation of warfare in that respect.
In a military engagement, each PC can have command of a unit of men. They engage in Mass Combat using their Command skill. If they succeed in their intent, they give +1D as a helping die to their commander. Once all unit leaders have had a chance to try for their intent, the commander makes his Tactics roll. If he gets more successes than the opposing commander, his side – and the PCs – win the battle.
Example: Yuri, Tristan, Victor and Jian have to defend a town against a massive bandit army (an Ob 4 Mass Combat). Jian is the commander; Yuri, Tristan and Victor each have leadership of a force of peasant conscripts.
Jian issues his orders. “Yuri, take out those archers. Tristan, flank the bandits’ reinforcements and cut them off. And Victor – hold this line, no matter what!”
Yuri’s rolling 6 dice thanks to plenty of FoRKs. He splits these into an attack pool of 5 and a defense pool of 1.
Tristan’s rolling 7 dice. He splits these into an attack pool of 4 and a defense pool of 3.
Victor only has 5 dice. He puts all 5 of these into the attack pool, saving nothing for defense.
Even though Yuri, Tristan and Victor are only each seeing a piece of the battle, they have to test against the full Ob 4. The bandits are using hunting bows, with an IMS of B4/B7/B10, and swords with an IMS of B4/B7/B10.
Yuri gets 4 successes on the attack and 1 success on the defense. He missed his defense Obstacle by 3 successes, enough to cost him 1D on his armor. He takes a Mark wound, but his armor defends against it. Yuri’s men overtake the archers, scattering or slaughtering them.
Tristan gets 3 successes on his attack and 3 successes on his defense. He takes an Incidental wound for failing his intent, but loses no dice from his armor. He takes another Incidental wound from failing his defense. His armor stops both wounds, but degrades by another 1D. Tristan flanks the reinforcements but can’t keep them from joining the main force.
Victor gets 4 successes on the attack. He misses his defense obstacle by 4 successes, so he loses 2D from his armor. He takes an Incidental wound and his armor fails to stop it. However, he and his men held the line.
Jian now makes his Tactics roll, adding +2D for Yuri and Victor’s successful intents. If he gets more successes than the bandit commander, he wins the battle.