Mass Combat Rules For Olde House Rules Games
Mass Combat Rules For Olde House Rules Games
Mass Combat Rules For Olde House Rules Games
ADVANTAGEOUS POSITIONS
Flanking bumps up Combat Strength
by 1 step.
MOVEMENT
Each figure may move up to one
length of a pen in normal terrain.
Difficult terrain halves movement.
Very difficult terrain allows
movement of up to 1/4 of a pen.
Fast or slow combatants move farther
or shorter than one pen -- come up
with your own rulings here.
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Each player character rolls 1d6 for That number goes up and down as
every two people in their own group. their group kills monsters and
A 5 or a 6 is a hit. members die.
One hit kills a normal fighter. When morale drops to zero, the
followers will abandon their leader.
Monsters, fantastic creatures, and
player characters can take a
varying number of hits depending INITIATIVE
on how many normal humans they are
equivalent to. For example, a 10 The group or individual with the
human point giant spider can take highest morale goes first. In a tie,
10 hits and rolls 5 dice during monsters/opponents go first.
group combat.
SKILL CHECKS/SAVES
ONE-ON-ONE COMBAT
There are no skill checks or saves,
Use Blood of Pangea or Barons auf all of that is handled narratively/
Braunstein rules. Target numbers freeform.
and hits can and should be adjusted
up and down on the fly depending on
the circumstances. GO FULL OLD SCHOOL
Two-handed weapons deal two hits. To quote Chirine ba Kal when I asked
One-handed weapons deal one hit. him, „no hit points?“:
A shield adds one hit, light armor „If they got hit and took damage, I'd
adds one hit, medium armor adds two, tell them, and they'd have to role-
heavy armor adds three. play the results of getting a spear
through the guts.
HIRELINGS