Theatre Combat

Most of the Gaianar combat rules focus on battles between individual adventurers and individual enemies and monsters. While these rules function perfectly in most combat situations, the system breaks down once 20 or more combatants are involved. This section describes the simplified system for managing combat between large groups (called “Combat Units”, or simply “units”). A typical unit comprises of at least ten individuals, but may have any greater number. Most units are somewhat homogeneous. For example, an infantry unit would contain mostly footsoldiers; a cavalry unit would contain mostly Cavaliers; a gunnery unit would have mostly Gunslingers.  

 

Instead of individuals within a combat unit taking damage, the unit has a group die pool that deteriorates as the unit takes damage. The ability to inflict damage also shrinks as the die pool shrinks. Alternatively, certain spellcasting units (such as one containing mostly Priests) may be able to restore the die pool of a damaged unit.

 

 

Unit Properties

All combat units have the following attributes: Group BAtCh, Group AC, Die Pool, Move, Panic, and Damage. Some units will also have special properties, such as ranged attacks and repelling Undead.  

 

This figure is the arithmetic mode of the BAtCh rating of the members of the unit. In other words, if the majority of the m embers have BAtCh(17), the unit will have BAtCh(17). Typical examples of Group BAtCh ratings are as follows:

 

BAtCh

Type of Combat Unit

20

Vigilante mob

19

Skeleton units, assorted thugs, irregulars

18

Untested recruits, most spellcasting units, terrorists

17

Standard infantry, light-duty Constructs

16-15

Cavalry, gunnery, high quality Undead

14-13

Experienced troops, medium-duty Constructs

12-10

Battle-tested troops, heavy-duty Constructs, sentient Undead  

9-8

Extremely high-level troops, sentient war-grade Constructs

7 or less

Supernatural, powerful, very potent beings.

 

Again, this score is the arithmetic mode of the constituent members’ Armour Class. In most cases, an individual member’s Dexterity bonus does not affect the Group AC (unless the group is mostly composed of members with very high Dexterity!) The racial modifier does affect the Group AC, however. for example, a combat unit composed mostly of Changelings would have a worse Group AC than a similarly equipped unit composed mainly of Dwarves.

 

 

Group AC

Type of Unit

10-8

Vigilante mob, terrorists

9-7

Spellcasters, irregulars

7-6

Standard Infantry, Gunnery, ordinary skeleton units

6-4

Standard Cavalry, light-duty Constructs, high-quality skeleton units

5-3

Heavy Infantry, medium-duty Constructs

4-2

Heavy Cavalry

3-1

Heavy-duty Constructs, heavily armoured alpha-Infantry, supernatural potent Undead units

0 or less

Very potent supernatural units, incorporeal units, war-grade Constructs, mechanical armoured units (i.e. tanks, submarines, etc.)

 

 

While there is no hard-and-and fast rule for assigning the damage rating for a combat unit, the GM must take two factors into consideration: how many members are in a combat unit, and what kind of damage does the unit inflict. For example, a unit of 50 standard-quality skeletons is going to inflict a lot more damage that a unit of 10 Gunslingers, even though the Gunslingers’ weapons are more powerful, the skeleton unit deals out more punishment by sheer numbers. Listed below are some examples of damage ranges and unit configurations.

 

 

Group Damage

Type of Combat Unit

1

Unarmed vigilante mob of 20 members or less

1d2

Typical adventuring party (4-6 members, armed, possible spellcasting powers), 10-20 terrorists, 10-20 irregulars. Angry mob of 20-40 individuals, 10-20 simple skeletons.

1d3

Typical small light infantry unit (20 members)

1d4

Standard infantry unit (30 members) or small gunnery unit (15-20 members), low-quality skeletons (30-50), typical low-level spellcasters (15-20 members)

1d6

Small cavalry unit (20-30 members), decent skeletons (50 members), small unit of light Constructs (10-15 members), low-level spellcasters (21-30 members)

1d8

Heavy infantry unit (30) or standard infantry unit (50-60), medium Constructs (8-12 members), , high quality skeletons (50), mid-level spellcasters (21-30)

1d10

Heavy infantry (50), standard infantry (80-100), heavy cavalry (30), standard cavalry (50), medium Constructs (15-20), light Constructs (25-30), skeletons (90-100)

1d12

Heavy infantry (80-100), standard infantry (125-150), heavy cavalry (50-60), standard cavalry (70-80), heavy Constructs (8-12) high-quality heavy skeletons (90-100), high-level spellcasters (21-30)

1d20

War Constructs (10-15)  

 

 

For group combat, the troop movement is measured in hexes in a game map. A hex is typically equal to 500’ but the GM may opt for other scales. The combat unit’s movement speed depends on the makeup of the unit. For example, cavalry travels faster than infantry, and a human infantry travels faster than a skeleton infantry. A unit can add +1 to its speed by sacrificing its attack routine for that turn (i.e. implementing a forced march or forced gallop.)

 

 

Move Speed

Type of Combat Unit

5

Aerial units

4

Standard cavalry

3

Heavy cavalry, standard Undead cavalry

2

Standard infantry, gunnery, heavy Undead cavalry, Spellcasters

1

Constructs, heavy infantry, skeletons

1/2

Very heavy objects such as tanks and siege engines.

 

 

A unit has the possibility of breaking up under pressure when certain conditions are met. Typically, a unit must make a Panic check if the unit’s leader is killed or if the unit is depleted below 50% or 25%. A unit leader is only able to be killed if an enemy unit scores a critical success. The leader’s qualities may sometimes affect the group’s Panic rating.  

 

 

Panic

Type of Combat Unit

20

Skeletons

17-19

Constructs, sentient Undead

15-18

Very experienced, war-tested troops, sentient Constructs

13-16

Standard troops, experienced Spellcaster units

12-15

Untested troops, standard Spellcasters, irregular troops

10-12

Drunken mob, untested Spellcasters

8-10

disorganised mob, conscripted troops, terrorists

7 or less

Slaves

 

Certain leader types can affect the Panic score of a troop unit. Leaders with Random alignments transmit a -1 penalty to Panic, while those of Structured alignment transmit a +1 bonus to Panic. Skeletons and non-sentient Constructs get neither a bonus or a penalty, as they simply follow orders unconditionally.

 

To calculate a unit’s die pool, simply add up the total quantity of hit dice, levels, or structural points (as applicable) for the entire unit. For example, an infantry unit composed of 50 1HD skeletons and one 10th level Scaxathrom Priest (leader) would have a die pool of 60.

 

Depending on the makeup of the combat unit, it may possess special qualities that prove useful in combat. It is possible for a unit to have more than one quality. Also, certain unit types may also have special hindrances.

 

 

Quality

Definition / Possessed by

Aerial

This unit can fly. This property is possessed mainly by Fey and Changelings.

Animate Dead

This unit can scavenge the battlefield for corpses and create a skeleton unit of 1d10+10 die pool. This feature can be used once every six turns and only if there are sufficient corpses. This talent is possessed by units composed mainly of evil priests or necromancers.

Animate Wreckage

This unit can scour the battlefield for spare parts and junk in order to create a non-sentient Construct unit os 1d10+10 die pool. This feature can be used once every six turns and only if there is sufficient battlefield wreckage. This talent is possessed by units mainly composed of Mathematicians.

Boobytrap+X

This unit can leave traps in a hex that inflicts +X damage. This is possessed by units composed primarily of Thief/Jack/Investigators.

Harm [group] +X

Unit can deliver +X extra damage to the type of group named. Mathematicians typically can harm Constructs, Priests typically harm Undead, while Cavaliers harm summoned demons.

Heal Construct+X

This unit can replenish an adjacent Construct unit. Possessed by units composed mainly of engineers.

Heal Undead+X

This unit can replenish an adjacent Undead unit. Possessed by units composed mainly of Necromancers or Scaxathrom Priests.

Heal+X

+X recovery to adjacent/allied unit. Possessed by units comprised mainly of Priests, Shaman, Paladins, or Wishsingers

Impede

Unit can slow an enemy unit by 1 by erecting barriers. Possessed by units composed mainly of Mathematicians.

Inspire

+1 to Panic/BAtCh to adjacent/allied unit. Possessed by units comprised of mainly of Cavaliers or Paladins.

Leader Required

This unit automatically disbands if the leader is killed; possessed mainly by skeleton units.

Leaderless

This unit does not have a single leader; all members are identical; possessed mainly by Construct units

No Parry

This unit does not attempt to ward off enemy attacks. This property is possessed mainly of skeleton units.

Range+X

The unit can attack +X units beyond adjacent. Gunnery units and spell casters typically have this quality.

Regen+X

The unit self-regenerates X dice per turn. This property is mainly possessed by Constructs and high-level Undead.

Repel Undead+X

Unit can repel a similarly-sized Undead unit to X hexes away. Possessed by units composed mainly of Priests, Shaman, and Paladins..

Slow

The unit cannot be hasted and cannot run. On the bright side, they also cannot be mired. This property is mainly possessed by Constructs.

Slow/Quicken

This unit can slow an enemy unit by one or quicken an allied unit by one point. This possessed by units mainly composed of Wishsingers.

Tireless

This unit can march ceaselessly without resting. This quality is mainly possessed by Constructs and Undead.

 

 

As a combat unit absorbs damage from enemy units, its ability to fight diminishes as follows:

 

Die Pool

Effect

76%-100%

No reduction in capabilities

51%-75%

Reduction in damage -- 1d12 becomes 1d10, 1d6 becomes 1d4, etc. Reduction in BAtCh [-1].

26%-50%

Two step reduction in damage. Two step reduction in BAtCh. Panic check required

10%-25%

Four step reduction in damage. Four step reduction in BAtCh. Panic check required at -4.

1%-9%

Unit may be reclassified as individuals depending on quantity remaining.

Incapacitated Leader

Movement slows by one step. One step reduction in BAtCh and damage. Panic check required if unit is not composed primarily of fighter types (i.e. the unit is made up of Spellcasters, irregulars, mobs, etc.)

Dead Leader

Movement slows by one step. Two step reduction in BAtCh and damage. Panic Check required.

 

A panicked unit can do nothing useful for 1d4 turns. At the end of this time, a second panic check is made. If this panic check also fails, the unit disbands into a flurry of blindly retreating individuals and is thus removed as a combat unit. If the second panic check succeeds, then the unit remains intact and functional (within the limits of its current condition).

  

 

 Critical Die Rolls

Like combat amongst individuals, troop units are certainly capable of acts of unprecedented heroism as well as unspeakable blunders.

 

Critical Attacks

d20

Critical Success

Critical Failure

20

Enemy leader dies if attack > leader HD; otherwise, incapacitated for 1d8 turns.

Nothing special, but the unit looks foolish

19

Enemy leader incapacitated for 1d6 turns

Troops stumble; can attack and parry next turn, but not move

18

Enemy leader incapacitated for 1d4 turns

Misunderstood orders; can move and parry next turn, but not attack

17

Enemy leader incapacitated next turn

Misunderstood orders; can move and attack next turn, but not parry

16

Double damage to enemy unit

Misunderstood orders; can move only next turn, but not attack or parry

14-15

1.5x damage to enemy unit

Troops mired by bad communication; does nothing next turn

11-13

+1 damage to enemy unit.

Troops mired; one step penalty to movement for two turns.

8-10

Driving wedge; -2 to enemy troop’s BAtCh next turn

Troops distracted; -1 to unit BAtCh for next two turns.

5-7

Wedge; -1 to enemy troop’s BAtCh next turn

Troops distracted; -2 to unit BAtCh for next two turns.

2-4

Unit gains a two step movement advantage for the next two turns if pursuing a retreating force

Unit leader injured in attack; incapacitated for 1d4 turns

1

Nothing out of the ordinary, but the combat unit looks pretty good doing it!

Unit leader severely injured; incapacitated for 1d8 turns; make panic check.

 

 

Critical Parry

 

d20

Critical Success

Critical fumble

20

Enemy’s weapons are damaged against the defending unit’s armour; -1 to enemy combat damage

Nothing unusual, but the troops look bad

17-19

Enemy unit takes 1d4 points of reflective damage

Defending unit is vulnerable next turn; -2 to AC.

13-16

Enemy unit takes 1 point of reflective damage

Defending unit is vulnerable next turn; -2 AC, -2 BAtCh

8-12

Enemy is driven back one hex unit

Defending unit mired; can take no actions next turn

4-7

Defending unit may retreat at +2 movement for 2 turns if desired.

Garbled orders; defending unit is slowed by one point, -2 AC, -2 BAtCh for two turns.

2-3

Defending unit may retreat at +1 movement for 2 turns if desired

Leader injured; incapacitated for one turn

1

Nothing unusual happens, but the unit looks good

Leader injured; incapacitated for 1d4 rounds.

 

Using Wishes

A unit that accumulated five critical successes in the course of a battle can use a unit wish. Like individual wishes, this power has certain limitations and restrictions. Typical examples of wishes are as follows: