Evil Run Amok
Raising and Maintaining military units
Units can only be raised in certain special places. Normally, units composed of humanoids can only be raised in cities or in hexes with Forts. Some units, composed of monsters or other fantastic creatures, can be raised in hexes that contain lairs for such creatures. The promotion edict determines a kingdom’s maximum muster per month.
When a unit is first raised, the kingdom must pay the unit’s Consumption cost immediately (except for conscripts which are raised for free and only pay consumption weekly or monthly). The unit then pays its consumption cost each week (or part of a week) it is kept standing in the field. (In this way, it is important to note that armies do not add to a kingdom’s Consumption cost – they bear a separate consumption cost altogether which cannot be lowered through farming.) Each week (month) you fail to pay an unit’s consumption, reduce its morale by 2 points. If this penalty results in a morale of -5 or lower, the army disbands. If in enemy territory you may pillage farmlands and settlements. Each enemy farmland or settlement can produce one consumption per week, 2 if the unit has the raider tactic. Once per day a unit can move up to its speed. Forest, hills and crossing bridge-less rivers cost 2 movement to enter, mountains and swamps cost 3 movement to enter; if a unit has less than the required movement, they must spend their entire movement to enter the hex. If two enemy units enter the same hex they must stop moving and battle each other.
Except for mercenary units you must spend 1 month training the units. These units are in reserve at the location they were mustered. The following month they can enter the field. The kingdom also has a max population. If in any month you raise more soldiers than 10% of your current population you must make a stability check and a loyalty check or gain 1 unrest for each failed check. At no point can you raise more than 25% of your population. To increase your military force you can hire mercenary units. To hire a generic mercenary unit requires an economy check, with a +1 DC for each additional mercenary unit hired in a single month. Named mercenary units require PC handling to hire.
Horses and equipment add consumption to the unit they are assigned. Horses increase consumption by +2 per 50 horse whether light or war. Improved armor or crossbows add +1/2 to consumption per 50 added to the unit assigned. Siege weapons add their entire consumption to unit they are assigned. Siege weapons add a single +2 to OM per unit they are attached, but this modifier only counts once per unit regardless of the number of siege engines. However each round during the melee phase any surviving siege engine will reduce a fortifications DV bonus by one, until the DV from fortifications is +0.
A unit may instead be stationed within a fortification such as a Barracks, Garrison, Castle, Watchtower, or Fort. Such an army need not pay its Consumption cost weekly, and instead adds its Consumption cost to the regular monthly consumption cost of the Kingdom. (Thus, a regular militia – consumption of 2 – that is active on the field would cost 2 BP each week it is active. However, if such a militia is held in reserve stationed at a Garrison in a city, the militia does not have a weekly consumption cost, and the army merely adds +2 to the kingdom’s Consumption cost, which could then be mitigated through the presence of farmland). Units in fortifications are assumed to patrol friendly territory within an area one movements reach of the fortification. This patrolling is not subject to weekly consumption and is still considered in reserve. Patrols can detect enemy movement within this territory.
Fort or Watchtower: Can house up to 50 soldiers.
Barracks: Can hold up to 100 soldiers.
Garrison or Keep: Can house up to 200 soldiers
Castle: Can house up to 500 soldiers.
Flying Castle: Can house up to 1,000 soldiers
A unit’s morale is a modifier ranging from -4 (the minimum) to +4 (the maximum). Morale can be further modified by the unit’s leader or other factors. Morale is checked when a unit is first damaged and again when it reaches half hit points. To check morale roll a d20 + morale modifiers vs DC 15 + number of enemy units – number of friendly units in the field. The DC is further increased by 5 if the enemy units are within fortifications that still have a bonus defensive value.
Each unit must have a leader, units of 50 can have a free leader, but the sergeant will have no bonus. You can hire other leaders that have random bonus, their BP cost is a one time fee, and do not cost consumption on a weekly or monthly basis. A leader has a maximum number that he or she can lead, but a leader can always be in charge of a smaller force. Any PC or friendly and willing NPC can be placed as a leader, their charisma or intelligence modifier determines their leader skill. Captains, Banner-Generals, and the General must be PCs or NPCs. Mercenary units come with their own leader, this leader must stay with that unit.
Sergeant 0 leader skill free leader up to 50 men
Bannerman d2 leader skill
Under-Lieutenant d3 leader skill
Lieutenant d4 leader skill
Captain up to 1,000 men
Banner-General up to 2,000 men
General player character or NPC (in charge of all armies)
Mass combat generally takes place over these battle phases – Ranged, Cavalry, and Melee. A phase does not denote a specific passage of time – the GM determines how long any mass combat takes to resolve. Units that act in one phase cannot act again in another phase. Each phase, when attacking enemy units you must attack each enemy unit once before attacking it with a second unit; and each unit must be attacked a second time before it can be targeted by a third, and so forth.
First Terrain is determined and each unit selects which of its tactics (if any, see below) it will use during the battle.
Advantageous Terrain: Generally, if a unit occupies a position of superiority (ie. defending in hills or forests), the defending unit has a +2 DV.
Home-field Advantage: If an unit is particularly familiar with a battlefield, it gains a +2 bonus to both DV And OM.
Fortifications: Fortifications in cities and hexes add to the defending unit’s DV.
Damage: Offense check result (d20 + OM) vs defending unit’s DV, if the roll is greater than the DV, the unit takes that amount above the DV as damage. If the roll is less than the DV the unit missed and does no damage. A natural 20 on the die roll does 1 point of damage regardless of whether the roll was higher than the DV. Combat within each phase is simultaneous.
Ranged Phase: During this phase, choose a strategy from the strategy track, and any unit with Ranged capability may make an attack against an enemy unit. Units without Ranged capability cannot attack during this phase. If any unit is destroyed or routed it is removed from play.
Cavalry Phase: Cavalry may now charge the enemy units, if there are enemy cavalry that are also charging, then those units must be a target before any infantry units can be chosen as a target. If an infantry unit is targeted and is not using a defensive or cautious strategy it must make a morale check (DC = DV of cavalry) to avoid being routed. Any Calvary charging does not retain the defensive modifier of fortifications.
Melee Phase: The remaining units now attack each other (including ranged units and cavalry units that did not act in previous phases). After damage is resolved siege engines now reduce fortification values. Units may retreat voluntarily at this time, however they are considered to have routed.
A unit’s leader must select a strategy from one of five options on the strategy track. Mindless units cannot adjust strategy from standard. Strategies adjust the Unit’s DV, OM, and damage modifier (damage modifier applies to both sides). Adjusting an Unit’s strategy one step in either direction is automatic; if the leader wants to adjust strategy more than that in 1 round, the leader must make a DC 20 Morale check. If successful the unit’s strategy changes to the desired level, otherwise the current strategy remains.
Each time an unit wins a battle, you can attempt a Loyalty check against your nation’s Control DC. If you succeed, your unit may learn a new tactic or increase morale by one. A unit can know a number of tactics equal to its leader skill (minimum of one tactic). When a battle begins, the unit may select one tactic to use for that battle.
Cautious Combat: Your unit fights cautiously in order to maintain morale. -2 OM, +2 on all Morale checks
Cavalry Experts: The unit must have the cavalry or light cavalry resource to use this tactic. +2 OM against armies that aren’t mounted.
Defensive Wall: The unit fights defensively, taking actions to protect their fellow soldiers as needed. -2 OM, +2 DV.
Dirty Fighters: A unit that fights dirty uses trickery and unfair tactics to gain an advantage at the start of a battle. +6 OM on first round of the melee phase.
Expert Flankers: The unit is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and increasing its vulnerability. +2 OM, -2 DV.
False Retreat: Once per battle, your unit can make a false retreat, luring the enemy deeper into your territory. On the round you make a false retreat, you cannot make an Offense check. On the round after a False Retreat, you gain a +6 OM and a +6 Dv.
Hold the Line: Your unit focuses on total defense on the battlefield. +4 DV, -4 OM.
Raider: Your unit attacks the enemy’s supplies, capturing them for their own use. Each round you deal damage to an enemy unit while using this tactic, reduce the unit’s Consumption by 1 for this week.
Relentless Brutality: You throw caution to the wind and attack with savage and gory vigor. +4 OM, -4 DV.
Siegebreaker: You target the enemy’s siege engines in an attempt to destroy them. Each time you damage an enemy unit, you may make a second Offense check. If this second check is successful, you destroy one of the enemy unit’s siege engines. This tactic has no effect on an unit without siege engines.
Sniper Support: An army must have ranged capability to use this tactic. Each round you successfully damage an army with an Offense check, you inflict an additional 2 points of damage from archers held in reserve.
Taunt: You are skilled at taunting the enemy, provoking stupid mistakes and overconfidence in battle. ’’The enemy must make a Morale check (DC = DV) at the start of each round to avoid taking a -2 penalty to DV and OM for the round. Once the enemy makes two consecutive Morale checks, it is immune to this tactic for the remainder of the battle.
Victory and Defeat
An army is victorious once all of its enemy units are destroyed or flee the battlefield.
Victory: A victorious unit’s hit points remain at the level they were at when the battle ended. You may loot defeated units and pillage occupied settlements in the income phase. You may capture enemy leaders of defeated units which may be ransomed after the war, roll d100:
1-60 captured leader,
61-85 leader assumed KIA,
86-99 leader escapes to friendly territory,
100 leader escapes in-charge of a small (50) unit of men hew was previously in-charge.
Rout: The unit’s morale decreases by 1. Before this unit can fight again, you must make a successful Loyalty check against your nation’s Control DC. You can make this check once per day.
Defeated Unit: Although there are certainly a few survivors if a unit is reduced to 0 hit points, those few survivors are so demoralized and wounded that the unit cannot recover. Every time a unit is defeated, reduce the kingdom’s Stability, Economy, and Loyalty by 2 for d4 months.
An army in reserve heals back to it’s full hit points after a single week in a fortification, but often you’ll need to restore your army to full fighting potential much more quickly. Each day that an army spends at rest in friendly territory (no movement and no battle), you can restore hit points to a unit by making a successful Loyalty check against your Control DC. With a successful check, your unit heals an amount of hit points equal to its OM (minimum of 1 hp).