Difference between revisions of "Rules: Mass Combat"
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(Created page with "Notes taken from "BattleSystem Fantasy Combat Supplement" # Sequence of Play ## Initiative Phase ## Initial Missile Phase ## Movement Phase ## Missile and Magic Phase ### Mag...") |
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Line 10: | Line 10: | ||
### Individual Combat, Unit Combat | ### Individual Combat, Unit Combat | ||
## End of Round Phase | ## End of Round Phase | ||
− | # Counters, Scale and Unit Organization | + | #* Counters, Scale and Unit Organization |
## Types of Units | ## Types of Units | ||
### Individuals, Regular Units, Skirmishers, Mobs, Special | ### Individuals, Regular Units, Skirmishers, Mobs, Special | ||
− | #Cases | + | #* Cases |
− | # | + | #** Army Roster Sheets |
− | # | + | #*** Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities |
− | #Morale | + | #*Morale |
## Check Morale immediately when: 25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other | ## Check Morale immediately when: 25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other | ||
### Success - no adverse effect. Failure - Closed Formation = Break unit into open formation. Open, Skirmish or Mob Formation = Rout | ### Success - no adverse effect. Failure - Closed Formation = Break unit into open formation. Open, Skirmish or Mob Formation = Rout |
Revision as of 15:44, 19 April 2019
Notes taken from "BattleSystem Fantasy Combat Supplement"
- Sequence of Play
- Initiative Phase
- Initial Missile Phase
- Movement Phase
- Missile and Magic Phase
- Magic, Missile, Artillery
- Melee Phase
- Individual Combat, Unit Combat
- End of Round Phase
- Counters, Scale and Unit Organization
- Types of Units
- Individuals, Regular Units, Skirmishers, Mobs, Special
- Cases
- Army Roster Sheets
- Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities
- Army Roster Sheets
- Morale
- Check Morale immediately when: 25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other
- Success - no adverse effect. Failure - Closed Formation = Break unit into open formation. Open, Skirmish or Mob Formation = Rout
- Discipline
- Command
- Command Radius, Must have Commander in Command Radius to use Closed Formation, Command can rally Routed units
- Initiative Phase
- Rally Phase
- Limited options first part of Rally, Failure to Rally, unit continue to route.
- Movement Phase
- Formations - Closed, Open, Skirmish, Mob
- Closed - Base to Base, Open - Spaced apart, Mob - Circular/Square mass
- Movement - Change Direction (Skirmish units can change direction as part of movement, other units pay a movement cost based on amount of direction change)
- Fighting Withdrawal
- Forced March
- Charge
- Routing
- Formations - Closed, Open, Skirmish, Mob
- Melee Phase