TEXT: MASS   BATTLE 
  TOOLKIT
  
  CONTENTS
  3 
  4 
  9 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Overview 
  Party Spotlight, Critical Events 
  Event Points, Incapacitated PCs, Sudden Twists 
  Unit Combat, Number & Types of Units, Map & Starting 
  Locations, Turn Order  
  Ranged Attacks, Movement, Movement Modifiers 
  Melee Attacks, Melee Modifiers, Victory Points, 
  Broken Units, Destroyed Units  
  Survivors, Party Resource Attrition, Magic, 
  Siege Weapons vs PCs  
  Units, Standard Units, Special Units 
  NPC Stats 
  Unit Advancements, Final Confrontation 
  Unit Combat Summary Sheet 
   
  5e Conversion Notes 
  5e Injuries & Setbacks Table 
  Credits  
  22 
  
  MASS BATTLE TOOLKIT
  Thirsting to drink from the skulls of your enemies, 
  but uncertain how? Hunger no more. Assembled 
  within these pages are all the rules and tables you’ll 
  ever need to let slip the dogs of war with 
  unabashed ease.
  How about twenty abstract, PC focused scenarios, 
  the results of which directly impact the final 
  outcome? Or sudden combat twists to test your 
  party as they battle their way through the dizzying 
  throng? An arrow to the knee never felt so good! 
  Prefer detailed Unit vs Unit combat? We’ve got 
  you covered with rules for battle maps, 
  troop statistics, movement, 
  terrain, 
  attacks, 
  morale, company advancement, and more.   
  Want your cake and eat it too? But of course! Mix 
  and match zoomed in and big picture rules as you 
  please, all the while funnelling the adventurers 
  towards the final showdown with enemy leaders to 
  determine ultimate victory. 
  Mass Battle Toolkit is written for the Low Fantasy 
  Gaming RPG, but is easily adapted to any d20 
  based system. 5e conversion notes are included at 
  p.19.
  Overview 
  Mass Battle Toolkit is divided into two broad sets 
  of rules: (i) Party Spotlight, and (ii) Unit Combat.  
  Party Spotlight focuses on the adventurers, 
  zooming in on a series of Sudden Twists and 
  Critical Events that the PCs must deal with as the 
  battle unfolds. The events are dealt with “in media 
  res”, dropping the party straight into the action.  
  The spotlight rules are abstract and improvised, 
  obviating the need for maps, miniatures, etc. How 
  well PCs’ handle Critical Events affects how swiftly 
  the battle proceeds to the Final Confrontation, and 
  what state the PCs are in when they get there. 
  Unit Combat on the other hand “zooms out” to 
  manage the battlefield as a whole, concerned with 
  troop related movement, combat and morale. 
  These rules are location based and work best with 
  a map, miniatures, tokens, etc.  
  The Unit Combat rules are essentially a simple 
  mini game to quickly resolve regiment warfare. 
  Similar to Party Spotlight, the overall results of 
  Unit Combat impact on how quickly the Final 
  Confrontation occurs, and how depleted the PCs’ 
  resources become.  
  The two rule sets may be used separately or 
  together. If using Party Spotlight only, the GM 
  handwaves unit based results. If using Unit 
  Combat only, the GM handwaves PC efforts until 
  the Final Confrontation. If using both rule sets, 
  Critical Events are resolved first (the results of 
  which may bear upon Unit Combat), followed by 
  Unit vs Unit battle.  
  Regardless of mix of rules adopted, all mass battles 
  end in the Final Confrontation: an epic showdown 
  between the party and enemy leader(s) as they fight 
  for ultimate victory. 
  3
  
  Party Spotlight 
  The following rules are intended to zero in on the 
  PCs, highlighting the adventurers’ exploits as the 
  larger conflict surrounds them.  
  Two Critical Events occur each turn. By default 
  the GM rolls 1d20 to determine which events arise 
  (alternatively the GM might choose, using a 
  timeline, geographic sequence, etc).  
  Most importantly, whatever situations arise, the 
  PCs are the only characters available to deal with 
  them (NPC allies, if any, are too busy managing 
  other emergencies).  
  The GM decides on a case by case basis whether 
  a Critical Event happens to a specific PC(s), 
  random PCs, or whether the players choose who 
  is involved. Some turns might not involve the 
  whole party, if so, PCs who miss out this turn are 
  prioritized next turn.  
  Critical Events are intended to cover a broad range 
  of combat and non-combat scenarios, but not 
  every entry will be appropriate for all battles. GMs 
  are encouraged to swap out ill suited events with 
  custom scenarios.  
  Each entry includes a suggested resolution 
  method, which the GM should tweak to taste. By 
  way of assistance, a simple “skill challenge” 
  framework
  1 appears below:  
  
  GM rolls 2d6 or decides (moderate 5,
  difficult 8, hard 11) how many successes
  are needed to achieve the objective.
  
  Players suggest courses of action to
  progress the mission. GM decides what
  checks if any might be required.
  
  Subject to GM discretion, a PC cannot
  use the same attribute and/or skill twice in
  1 For more on Skill Challenges, see David Shamp’s 
  Skill Challenge Guide on the LFG website. 
  a row. This is intended to encourage 
  variety in approach, rather than repeating 
  the same high percentage tactic over and 
  over (which whilst statistically prudent, 
  makes for a dull game).  
  
  Great Successes count as two successes,
  Terrible Failures count as two fails.
  
  If the PCs fail 3 checks, the mission is
  unsuccessful.
  Critical Events 
  (1) Assume Command
  A high ranking official (infantry captain, militia
  head, scout sergeant, knight commander, siege
  crew boss, quartermaster, perhaps even the
  General?) is dead, incapacitated or otherwise
  indisposed, their forces in disarray as the enemy
  threatens to charge. Can the PCs step in and take
  control?
  Resolution:  a mix of roleplaying and skill 
  challenge (difficult: 8 successes), focusing on Cha, 
  Will, Leadership and Persuasion.  
  PC Impact: If the challenge is failed, PCs lose 1 
  point of Will or Cha (determine randomly). 
  Unit Impact: If successful one PC may spend a 
  Reroll die to reroll a single unit roll this turn. 
  (2) A Worthy Foe
  An enemy champion (witch hunter, veteran
  knight, skorn werebear, etc) or monstrous foe
  (owlbear, giant, dire wolf, etc) appears from the
  chaos, driving back PC forces. Can the adventurer
  defeat the champion and turn the tide?
  Resolution: play out a dual between the PC and 
  the champion. If the PC is reduced to zero hp, 
  they are automatically killed (the champion 
  ensures they are dead, in a manner calculated to 
  devastate allied morale). 
  4
  
  PC Impact: per the dual. 
  Unit Impact: If successful, one enemy unit at the 
  same location is destroyed (no Armour save). 
  (3) Death From Above
  Siege weapons hammer the area the PCs are in 
  with boulders, fire, toxic gas, ballista bolts, etc, 
  raining death from above.  
  Resolution: A mix of roleplaying and skill 
  challenge (difficult: 8 successes), focusing on Dex, 
  Will, Int, Con, Athletics and Acrobatics. 
  Additionally, the PC must make a Luck (Dex) save 
  or roll 1d12 on the Injuries & Setbacks table (LFG 
  p.54).
  PC Impact: as above. 
  Unit Impact: If unsuccessful, the closest allied unit 
  is destroyed (no Armour save). 
  (4) Fire & Flame!
  A large blaze has broken out nearby (building, 
  wagon, corpse pile, trees, grasslands, etc), thick 
  smoke wafting through the air. If the PCs don’t 
  take action, the fire will swiftly spread/grow into a 
  raging inferno. 
  Resolution: the PCs must put out the fire and/or 
  convince others to break away from the fighting to 
  help them. A mix of roleplaying and skill challenge 
  (hard: 11 successes), focusing on Cha, Will, Str, 
  Con, Leadership, Persuasion and Athletics.  
  PC Impact: If the challenge is failed, PCs lose 1 
  point of Str or Con (determine randomly). 
  Unit Impact: If unsuccessful, all units at the 
  location must make a Move check or be 
  destroyed. 
  (5) Innocents in Peril
  One or more unexpected non-combatants are in
  danger (eg 2d6 civilians being dragged away by the
  enemy, stowaway children cowering beneath a
  supply wagon about to be attacked, allied warrior’s
  helm is knocked off revealing a highborn’s 
  underage heir). Will the PCs intervene?  
  Resolution: The PCs may choose not to intervene, 
  but gain some infamy among their allies, imposing 
  disadvantage on later Cha based checks. 
  Alternatively the PCs may attempt a Group 
  Rescue exploit (LFG p.48), then play out a combat 
  with 2d4 infantry (per PC). 
  PC Impact: as above. 
  Unit Impact: If successful, one unit automatically 
  passes morale checks this turn (player’s choice). 
  (6) Hold the Line!
  Enemies are about to break through the shield wall
  or other defensive line where the PCs are fighting,
  can they hold the line?
  Resolution: play out the melee for 2d6 rounds. 
  The PCs must avoid being incapacitated until 
  reinforcements arrive, fighting 1d3 foes (per PC) 
  per round. Foes that survive one round are added 
  to the next.  
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit at the 
  same location is destroyed.  
  (7) A Friend in Need
  Through the carnage, the PCs spot a wounded
  NPC friend slowly but inevitably being encircled
  by enemies as his/her allies are cut down. Can the
  PC save their friend in time?
  Resolution: play out a melee with the NPC, the 
  PCs, and 2d6 enemies (per PC).  
  PC Impact: as above. 
  Unit Impact: no effect. 
  (8) And My Axe
  During a furious melee, a PC spots an exhausted
  soldier drop to both knees after felling multiple
  5
  
  foes. Behind him, another enemy readies her 
  spear to skewer him. Will the PC intervene?  
  Resolution: The PC may choose not to intervene 
  and fail this event. Alternatively, the PC may 
  attempt a Rescue exploit (LFG p.48) to save the 
  warrior, followed by combat with the female 
  spearwoman (AC 15, 4 HD, 1d6+3 damage).  
  PC Impact: If saved, the grateful soldier pledges to 
  repay his rescuer (PC gains a free random 
  henchmen for 1 year). Once only, reroll repeats. 
  Unit Impact: no effect. 
  (9) Frantic Beasts
  Nearby animals (war dogs, mules, chargers, supply 
  horses with carts, etc) have been spooked by the 
  death of their handlers, siege weapons, fire, foul 
  weather, etc. Can the PCs help calm the beasts, or 
  will they break free and wreak havoc?  
  Resolution: A mix of roleplaying and skill 
  challenge (moderate: 5 successes), focusing on 
  Cha, Will, Str, Animal Lore, Leadership, and 
  Athletics.  
  PC Impact: If the challenge is failed, PCs lose 1 
  point of Con or Luck (player’s choice) 
  Unit Impact: If unsuccessful, allied units at the 
  same location cannot move this turn. 
  (10) With Me Brothers!
  Soldiers fighting alongside the PC are losing heart
  due to recent setbacks (captain killed, suffered
  heavy losses, serious fatigue, etc), and are
  threatening to break. Can the PC rally them?
  Resolution:  Play out a melee with 1d4 enemies 
  (heavy infantry), all of whom must be defeated. If 
  at least one foe is slain in spectacular fashion 
  (player describes) using a Major exploit (LFG 
  p.48), a Cha or Will (Leadership) test causes troop
  morale to soar.
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit is 
  Broken.  
  (11) Traitorous Scum
  Traitors have been hired or coerced to kill the PCs
  mid battle by an old nemesis, enemy forces,
  unknown threat, etc. Will the PCs survive the
  ambush from within?
  Resolution: Determine surprise and play out the 
  melee for 1d6+1 rounds. The PCs must avoid 
  being incapacitated until help arrives, fighting 2d4 
  foes (per PC) armed with poison (50% Fireblood, 
  30% 
  Elderberry 
  Toxin, 
  20% 
  Ghoulsheen 
  Admixture; LFG p.33). 
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit at the 
  location is destroyed. 
  6
  
  (12) Fall Back!
  As the battle unfolds, PCs and nearby soldiers are
  forced to withdraw, driven back by overwhelming
  odds. Can the adventurers escape?
  Resolution: The withdrawal might be resolved as a 
  Chase (LFG p.83), Party Retreat (LFG p.45) or 
  skill challenge (difficult: 8 successes), focusing on 
  Con, Int, Will, Athletics and Acrobatics. 
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit at the 
  location is destroyed (no Armour save). 
  (13) Behind Enemy Lines
  A fluke coincidence provides a fleeting chance to
  gain a battlefield advantage, if only the PCs can
  sneak behind enemy lines (to sabotage enemy
  supplies, assassinate scouts, gather crucial intel,
  etc). Can the PCs infiltrate enemy territory, get the
  job done, and make it back in one piece?
  Resolution: A mix of roleplaying and skill 
  challenge (hard: 11 successes), focusing on Int, 
  Dex, Con, Stealth and Wilderness Lore. If the 
  mission is failed, a Chase (LFG p.83) is required 
  to avoid capture or death. 
  PC Impact: as above. 
  Unit Impact: if successful, one allied unit 
  automatically destroys their target this turn 
  (players’ choice; no Armour save, no Bosses). 
  (14) Right Place, Right Time
  As the PC drops another foe, they spot disaster
  about to unfold a short distance away (battering
  ram or siege tower flounders when one of the
  handlers is killed, dying standard bearer can’t raise
  her signal banner at a crucial time, riderless
  messenger horse with orders still in the saddlebag).
  Can the PC complete the task in time?
  Resolution: Reaching the spot quickly requires a 
  Str (Athletics) or Dex (Acrobatics) check (player’s 
  choice). A skill challenge (moderate: 5 successes) 
  focusing on Str, Dex, Will, Con, Leadership and 
  Athletics allows the PC to finish what was started. 
  PC Impact: If the challenge is failed, PC loses 1 
  point of Dex. 
  Unit Impact: If unsuccessful, one allied unit at the 
  location is destroyed (no Armour save). 
  (15) Dark Ritual
  Word somehow reaches the PCs in the midst of
  combat that an enemy warlock, sorceress, priest,
  etc is performing a dark ritual elsewhere on the
  battlefield (gathering a bowl of hearts to offer to the
  dark gods, etc). Can the PCs stop the ritual?
  Resolution: A mix of roleplaying and skill 
  challenge (difficult: 8 successes), focusing on Int, 
  Dex, Perc, Stealth, Arcane Lore and Gather 
  Information. Once the secret ritual site is located, 
  play out the combat with the enemy spellcaster (as 
  Sorcerer LFG p.115, plus 1d4 enemies per PC). 
  PC Impact: as above. 
  Unit Impact: If unsuccessful, the GM determines 
  the sorcery’s effect. 
  (16) Sniper Hunt
  A hidden sharpshooter (siege tower, tree line,
  valley ridge, high building, etc) is targeting the PC’s
  area, protecting enemy champions and picking off
  key allied warriors (standard bearers, medics, etc).
  Can the PC eliminate the enemy sniper?
  Resolution: A mix of roleplaying and skill 
  challenge as the PC maneuverers for position 
  (difficult: 8 successes), focusing on Perc, Dex, Int, 
  Stealth, Wilderness Lore and Gather Information. 
  On a fail, the PC is shot at (+7/2d8+4). If the skill 
  challenge succeeds, the PC gets one chance to kill 
  the sniper, otherwise they decamp to another 
  battle location (attack roll vs AC 14, or a Luck 
  (Dex) check, player’s choice). 
  PC Impact: as above. 
  7
  
  Unit Impact: If unsuccessful, one important allied 
  NPC is killed.  
  (17) Medic!
  Through the smoky haze, urgent cries for a medic
  ring out as a dying NPC (messenger with critical
  orders, scout with information, highly respected
  sergeant good for morale, etc) is dragged to relative
  safety. The ally is critically injured and on the verge
  of death; can the PCs save him/her?
  Resolution: A mix of roleplaying and skill 
  challenge (moderate: 5 successes), focusing on Int, 
  Perc, Will, Apothecary, Insight and Gather 
  Information. A healing kit or similar might be 
  required at the GM’s option. If successful, the 
  NPC lives but remains unconsciousness. The PCs 
  may choose to make a Luck (Int) check to stabilize 
  the NPC at 1 hp (ie conscious) for a short time. 
  PC Impact: If the challenge is failed, PCs lose 1 
  point of Luck. 
  Unit Impact: If unsuccessful, one random allied 
  unit is destroyed (50%, no Armour save) or 
  Broken (50%). 
  (18) Shields Up!
  A barrage of arrows, spears, bolts, fire pots and
  other personal ranged weapons target the PCs’
  location. Soldiers without shields or that can’t find
  cover drop like flies.
  Resolution: A Luck (Dex) save is required to avoid 
  2d8+2 damage. On a terrible failure, also roll on 
  the Injuries & Setbacks table. At the players’ 
  option, they may face the projectile storm with 
  overt defiance (eg: Braveheart style) and roll their 
  Luck save with disadvantage. If they still succeed, 
  gain a +1 bonus on this turn’s Final Confrontation 
  check, and fame amongst the troops.  
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit at the 
  same location is destroyed.  
  (19) Suicide Mission
  A genuine suicide mission presents itself (hold the
  tide of enemies on the bridge so allies can escape,
  light the warning beacon atop the tower
  surrounded by foes, collapse the tunnel taking out
  the tide of giant rats as well as oneself, Hold the
  Door! etc, Will the PC sacrifice themselves for the
  greater good?
  Resolution: The player chooses whether to 
  complete this task. If they don’t the event 
  automatically fails. If they do, a great success Luck 
  (Will or Con) save is required to succeed.  If 
  successful gain a +1 bonus on this turn’s Final 
  Confrontation check, and the PC’s heroics 
  become legend.  
  Either way, the player rolls 1d6 to determine the 
  fate of their PC: (1) dies gloriously, (2-3) rolls 1d10 
  on the Injuries & Setbacks table and is captured 
  for interrogation and torture, (4-6) rolls 1d6 on the 
  Injuries & Setbacks table, is reduced to zero hp, 
  and left for dead. The GM might improvise a 
  rescue mission/adventure if appropriate.   
  PC Impact: as above. 
  Unit Impact: If unsuccessful, one allied unit at the 
  same location is destroyed (no Armour save).  
  (20) In the Thick of It
  The PCs are battling where the fighting is fiercest,
  hewing enemies left and right in a desperate bid to
  survive. But as one foe falls, another takes its place.
  How much longer can the PCs endure?
  Resolution: A mix of roleplaying and skill 
  challenge (hard: 11 successes), focusing on Str, 
  Con, Will, Cha, Athletics and Leadership. 
  Additionally, PCs suffer 3d6 + PC level damage, 
  and 1d4 Str, Con or Will loss (determine 
  randomly). If the skill challenge is successful, the 
  damage and attribute loss is halved (round down). 
  PC Impact: as above. 
  8
  
  Unit Impact: If unsuccessful, one allied unit at the 
  same location is destroyed (no Armour save).  
  Event Points 
  The party’s success or failure during Critical 
  Events reflects the overall flow of the battle, 
  moving PCs closer to (or further away from) the 
  Final Confrontation (p.17). The PCs gain Event 
  Points as outlined below, accumulating turn to 
  turn. 
  EVENT POINTS 
  Party succeeds 
  at both Critical 
  Events.  
  Gain 1 Event Point, and a +1 
  bonus on this turn’s Final 
  Confrontation test. 
  Party succeeds 
  at one Critical 
  Event. 
  Gain 1 Event Point. 
  Party fails both 
  Critical Events. 
  Lose 1 Event Point. 
  In addition to Event Points, the outcome of a 
  Critical Event has a direct impact on the PCs 
  involved, and might also affect Unit Combat 
  results (if using those rules).  
  Incapacitated PCs 
  If all PCs are reduced to zero hp (or otherwise 
  incapacitated) whilst dealing with a specific Critical 
  Event, roll 1d6 (for each PC) to determine their 
  fate: 
  (1) 
  Dead, 
  (2-3) 
  Captured 
  for 
  interrogation/torture/ransom, or (4-6) Left for 
  Dead, but somehow make it back to allied territory 
  (player explains). The GM might improvise a 
  rescue scenario if other PCs remain uncaptured.  
  Sudden Twists 
  Combat in a mass battle is unlike normal small 
  scale adventuring conflict. The PCs are in the thick 
  of extreme danger; swept up in a gruesome throng 
  of panicked shouts, slashing blades and deadly 
  arrows. Amidst the chaos, injury and death 
  threaten from all corners.  
  During a Critical Event, if combat is occurring 
  nearby, the first time one of the PCs rolls a natural 
  1 or 20 on an attack roll (or other 1d20 check), a 
  Sudden Twist is triggered. Roll 1d20: 
  SUDDEN TWIST 
  1 
  Duck! A stray crossbow bolt or distant 
  marksmen takes a pot shot at the PC 
  (attack roll at +4, 2d8+1 damage).   
  2 
  Incoming! Somebody hurls a brace of 
  fire pots in the PC’s vicinity; a Luck 
  (Dex) save is required to avoid 3d6 
  damage and being set on fire. 
  3 
  Allied Reinforcements appear from 
  nearby trees, over a small rise, from 
  another street, etc. If the PC is mid 
  battle, enemies are automatically 
  defeated (50% chance they are over 
  run and slaughtered, 50% they flee).  
  4 
  Dead Weight. A hireling, henchmen, 
  pet or important NPC accompanying 
  the PC (if any) has been wounded and 
  knocked unconscious for 1d3 hours. 
  Can the PC keep them safe? 
  5 
  Broken Weapon. The PC’s weapon is 
  somehow destroyed (if magical it is 
  damaged instead, not usable until 
  repaired).   
  6 
  Backstab. A sneaky git stabs the PC in 
  the back whilst they are preoccupied 
  fighting others (1d6 + PC level 
  damage). 
  7 
  Lootin’ Time. The PC seizes the 
  opportunity to quickly loot nearby 
  bodies, gaining 1 x Carry Loot (LFG 
  p.136).
  9
  
  8 
  Band of Brothers. Rallying cheers 
  from the PC’s surrounding allies 
  reinvigorates the adventurer (restore 
  up to half of lost hit points). 
  9 
  Corpse Hazard. The PC threatens to 
  become entangled in the growing pile 
  of dead and dying underfoot (Dex 
  (Acrobatics) check or fall prone, plus a 
  further Str check to avoid dropping 
  held items). 
  10 
  Tide of Battle. Sheer numbers 
  threaten to force the PC and their 
  opponent into dangerous terrain (eg 
  toppled off a wall, thrown into a raging 
  river, knocked down a steep slope, 
  pinned against a rock, pushed down a 
  sewer chute, etc). A Str (Athletics) or 
  Dex (Acrobatics) check resists.  
  11 
  Crushing Intervention.  A catapult 
  stone, heavy warhorse, hurtling wagon 
  or other large moving object threatens 
  to crush the PC. A Luck (Dex) save is 
  required to avoid being reduced to 
  zero hp.  
  12 
  Selfless Protector. If the PC is reduced 
  to zero hp sometime during the mass 
  battle, a nameless solider automatically 
  intervenes to negate the attack. The 
  soldier dies in the process (player 
  describes). Once only, reroll repeats. 
  13 
  World of Hurt. A spear, javelin or 
  blackpowder weapon strikes the PC in 
  a vital location, causing serious injury 
  (roll 1d6 on the Injuries & Setbacks 
  table).  
  14 
  Spoils of War. As the PC fells their 
  latest foe, a valuable object is somehow 
  revealed on their person (spills from a 
  pouch, hangs about their neck, etc; 1 x 
  Valuables, LFG p.147). 
  15 
  Shaken Soul. A series of dreadful 
  atrocities personally witnessed by the 
  PC threatens to traumatize them. A 
  Luck (Will) save avoids a serious 
  madness: “Fair warning sister, I fought 
  well just now, but dare not rely on my 
  blade. Sometimes I freeze mid battle, 
  just for a few moments, my mind 
  locked with old terrors.”  (LFG p.91). 
  16 
  Fearsome Charge! A small force of 
  enemy cavalry or war beasts (pack of 
  Hounds, Boars, Dire Wolves, etc), 
  thunder through the area, leaving 
  carnage in their wake! The PC must 
  make a Luck (Con) save or roll on the 
  Injuries & Setbacks table. NPCs in the 
  vicinity are killed or scattered. 
  17 
  Extreme Terrain. Terrain the PC is 
  standing 
  on 
  or 
  near 
  becomes 
  dangerous (a wall falls down, forest 
  wildfire, bridge collapse, rockslide, 
  choking smoke bomb, etc). The PC 
  suffers 6d6 damage (an appropriate 
  Luck save reduces damage by half). 
  nearby NPCs are similarly affected.  
  18 
  Obscurement. A vision obscurement 
  floods the area (heavy smoke from 
  nearby fires, an alchemical smoke 
  bomb, rolling fog, night time torches 
  are extinguished by freak winds, etc), 
  limiting vision to 20 ft and imposing a 
  33% miss chance on attacks. Checks 
  relating to hiding or escape gain 
  advantage. 
  19 
  Snap Opportunity. A distant enemy 
  champion or other important NPC is 
  exposed for a moment through the 
  melee. A Dex check allows the PC to 
  take a single action against the NPC.  
  20 
  Sorcery. An enemy spell caster or 
  warrior with a one shot magical item 
  unleashes it upon the PC and nearby 
  allies. Roll 1d6 (as 7
  th level Magic 
  User): (1) Lightning Bolt, (ii)Wall of 
  Fire, (iii) Web, (iv) Heat Metal, (v) 
  Hold Person, (vi) Blindness. There is 
  a 20% chance of a DDM effect. 
  10
  
  Unit Combat 
  Before the mass battle commences, the GM 
  determines:  
  1.
  Which types of units each side has, and
  how many of them,
  2.
  The Battle Map, and
  3.
  Unit starting locations.
  Number & Types of Units 
  For ease of play, standard units are broken down 
  into five categories (see p.15): militia, infantry, 
  heavy infantry, archers, and cavalry. Five examples 
  of special units are also provided as a guide (scouts, 
  veteran company, siege weapon battery, ogre 
  warband and dragon). GMs are encouraged to 
  create/customise their own special units to reflect 
  their campaign. 
  The GM decides the number and type of units 
  each side has. For example, one side might have 4 
  archer units, 5 infantry units and 2 cavalry units. 
  The number of individuals within each unit is 
  abstracted, but GMs might like to describe approx 
  numbers for roleplaying purposes (eg the above 
  force might consist of 2,000 soldiers - about 1,000 
  men-at-arms, 700 archers, and 300 mounted 
  knights). 
  Map & Starting Locations 
  The GM decides how many battle locations there 
  are, bearing in mind the map, number of units and 
  Critical Events the GM has planned (if any).   
  Unit positions within a location may be as abstract 
  or precise as the GM wants them to be, from basic 
  sketches to gridded play mats with miniatures, 3D 
  terrain, counters, etc.  
  By way of example, battle locations for a pitched 
  battle in an open field might include (i) the front, 
  (ii) centre, (iii) rear, (iv) right flank, (v) left flank,
  and (vi) supply lines.
  Locations for a city siege might include (i) the main 
  gate, (ii) eastern walls, (iii) streets, (iv) sewers, (v) 
  Temple of Graxus, and (vi) the Stargazer’s Citadel. 
  Turn Order 
  A turn of Unit vs Unit combat is resolved in the 
  following order. Each side alternates activating 
  individual units until each phase is complete. 
  1.
  Ranged Attacks
  2.
  Movement
  3.
  Melee Attacks
  4.
  Victory Points
  If also using the Party Spotlight rules, resolve 
  Critical Events before Ranged Attacks, as PC 
  outcomes may impact on unit combat. 
  
  (1) Ranged Attacks
  To make a ranged attack, a ranged unit that is not 
  in melee chooses a target and rolls 2d6. If the 
  target is in significant cover (forest, rock 
  formations, trenches, walls, barricades, heavy 
  smoke, etc) apply a -1 penalty. Targeting a unit in 
  melee with another unit affects both units.  
  RANGED ATTACK 
  2 – 4 
  Ambush! The attacking force is 
  ambushed 
  by 
  hidden 
  enemies; 
  immediately place a (bonus) enemy 
  infantry unit at the same location. 
  5 – 7 
  Defiant. The target weathers the storm 
  with few losses. 
  8 
  Shaken. The target must make a 
  Morale check or break. 
  9+ 
  Rain of Doom. The target is destroyed 
  (subject to Armour save, if any).  
  (2) Movement
  Unit movement between battle locations is not 
  always automatic. The following rules apply.   
  
  Players (for allies) and the GM (for
  enemies) take turns moving units until all
  units have had the opportunity to move.
  
  A engaged unit (in melee with an enemy
  unit) cannot move until the enemy unit is
  destroyed or broken.
  
  Subject to difficult terrain, an unengaged
  unit may move to an adjacent location, or
  engage the closest enemy unit (in the same
  location) without a move check.
  
  If the unit intends to move into or pass
  through difficult terrain, the GM may call
  for a Move check.
  
  Moving to engage a unit other than the
  closest enemy requires a Move check. 
  To make a Move check, roll 2d6 and apply any 
  modifiers. If the score is equal to or higher than 
  the unit’s Move attribute, it engages the intended 
  target or moves to the intended location. If failed, 
  the unit fails to move this turn. 
  Movement Modifiers  
  Move check modifiers for different terrain types 
  are noted below.  
  MOVEMENT MODIFIERS 
  Terrain Type 
  Modifier 
  Favourable (roads, paths, game trail, 
  shortcut through the backstreets, secure 
  battlements with no enemies). 
  +1
  bonus 
  Average (relatively open plains, light woods, 
  low hills, skirmishing melee, occasional pot 
  shots from enemies).  
  - 
  Difficult (trackless forest, river crossing, 
  rising hills littered with scree, winding 
  underground tunnels, “in the thick of it” 
  melee, pinned down by unrelenting arrow 
  volleys, part of the building is on fire).  
  -1
  penalty 
  Very Difficult (mountains, steep valley, 
  thick jungle like plant life, swamp, bodies 
  pilling up while surrounded by foes, 
  pushing through a fleeing crowd of civilians, 
  burning rubble strewn streets with heavy 
  smoke). 
  -2
  penalty 
  Impassable 
  without 
  special 
  gear 
  or 
  removing the enemy first (river, lake, cliffs, 
  chasm, blazing inferno, collapsed bridge, 
  courtyard under heavy catapult fire, enemy 
  fortifications). 
  GM’s 
  call 
  12
  
  (3) Melee Attacks
  Players (for the allies) and the GM (for the enemy) 
  take turns making melee attacks until all units have 
  had the opportunity to do so. To make an attack, 
  roll 2d6, apply modifiers, and consult the Melee 
  Attack table.  
  MELEE ATTACK 
  2 - 3 
  Crushing Defeat. The attacker is 
  destroyed. 
  4 
  Costly Mistake. The attacker must 
  make a Morale check or break. 
  5 
  Outmaneuvered. The target gains a 
  terrain advantage or the attacker is 
  forced into less favourable terrain 
  (target’s choice). 
  6 
  Steady now. Casualties on both sides, 
  but neither gives any real ground. 
  7 
  Drive them Back! The target is forced 
  into less favourable terrain, or the 
  attacker gains more favourable terrain 
  (attacker’s choice). 
  8 
  Shaken. The target must make a 
  Morale check or break. 
  9+ 
  Drink from Their Skulls. The target is 
  destroyed (subject to Armour save, if 
  any).   
  Melee Modifiers 
  Apart from unit traits, the following melee 
  modifiers apply. The GM determines whether 
  modifiers stack.  
  MELEE MODIFIERS 
  Attacker outnumbers target 2:1 or more 
  +1
  Attacker with terrain or positioning 
  advantage (high ground, target trapped in 
  dead end street, etc) 
  +1
  Attacker 
  with 
  terrain 
  disadvantage 
  (crossing river, mud, frozen lake, tangled 
  undergrowth, fighting upstairs, scaling 
  castle walls, heavy smoke, etc) 
  -1
  (4) Victory Points
  Each turn, the overall result for unit combat 
  generates Victory Points for the party’s side. 
  Winning and holding battle momentum moves 
  the PCs closer to the Final Confrontation, whilst 
  losing momentum stalls progress. The PCs’ side 
  gains 
  Victory 
  Points 
  as 
  outlined 
  below, 
  accumulating turn to turn. 
  VICTORY POINTS 
  Twice as many enemy 
  units as allied units were 
  destroyed this turn. 
  Gain 2 Event Points. 
  At least as many enemy 
  units as allied units were 
  destroyed this turn. 
  Gain 1 Event Point. 
  More allied units than 
  enemy 
  units 
  were 
  destroyed this turn. 
  Zero Event Points. 
  Miscellaneous 
  A number of miscellaneous factors relevant to unit 
  combat are outlined below.  
  Broken Units 
  A unit that becomes Broken immediately moves 
  to an adjacent location with the fewest enemies.  
  For the remainder of the mass battle, the Broken 
  unit suffers disadvantage on all tests, and attacks 
  against it gain advantage. A Broken unit that 
  destroys an enemy unit is restored to normal 
  status.  
  Destroyed Units 
  Destroyed units are removed from play. If a PC 
  was directly involved in a destroyed unit that is 
  destroyed (eg if using Critical Events, etc), they 
  automatically escape to an adjacent battle location, 
  but must make a Luck save or roll on the Injuries 
  & Setbacks table.  
  If more information is required about precise unit 
  losses (perhaps for future mass battles), roll 1d4 on 
  the Survivors table below: 
  13
  
  SURVIVORS 
  1 
  No survivors. The entire unit was 
  mercilessly slaughtered.   
  2 
  30% Survive, but all have incapacitating 
  injuries (broken limbs, severe organ 
  damage, acute shock, etc). 
  3 
  50% Survive. Of these, half fled the 
  battlefield with minor wounds, the 
  remainder are incapacitated. If this unit is 
  replenished for a future mass battle, it has 
  a 50% chance of retaining prior 
  advancements (p.17). 
  4 
  70% Survive. Of these, three quarters 
  successfully fled the battlefield with minor 
  wounds, the remainder are incapacitated. 
  If this unit is replenished for a future mass 
  battle, it retains prior advancements 
  (p.17). 
  Party Resource Attrition 
  By default PCs are ignored in unit combat, or are 
  taken into account via Critical Events.  
  Alternatively, the GM may randomly determine 
  the mass battle’s impact on the party as they fight 
  in the background: roll 2d6 and see below. Check 
  for 1d4 PCs at the end of each mass battle turn. If 
  a PC is reduced to zero hp or otherwise 
  incapacitated, see p.9. 
  PARTY RESOURCE ATTRITION 
  2 – 3 
  Serious Injury. PC rolls 1d8 on the 
  Injuries & Setbacks table.  
  4 
  Setback. PC rolls 1d10+6 on the 
  Injuries & Setbacks table.  
  5 
  Damaged Gear. PC’s weapon or shield 
  is damaged (unusable until repaired). 
  6 
  Testing. A random class ability is 
  expended. 
  7 
  Cuts & Bruises. PC suffers 1d6 + level 
  damage. 
  8 
  Bloodied & Battered. PC’s current hp 
  is reduced by 1d4 hp per level.  
  9 
  Dig Deep. The PC loses 1 Reroll die. 
  10 
  Close Call. The PC loses 1 point of 
  Luck.  
  11-12
  Spoils of War.  The PC obtains a 
  treasure (1 x Valuables, LFG p.147). 
  Magic 
  Given the very large numbers of soldiers involved 
  in mass battles, a small number of spell casters are 
  unlikely to alter the battle in any significant way. 
  Magic becomes more important when zooming in 
  for PC combat. Alternatively, treat a “unit” of 
  spellcasters as a Siege Weapon Battery.  
  Siege Weapons vs PCs 
  Siege weapons are generally too imprecise to aim 
  at individual PCs during a mass battle. If they are 
  somehow targeted however, a Luck (Dex) save is 
  required to avoid being reduced to zero hp. 
  
  Units 
  Standard Units include Militia, Infantry, Heavy 
  Infantry, Archers and Cavalry. GMs are 
  encouraged to tinker with the categories as desired 
  (eg: light vs heavy cavalry). 
  Special Units cover everything that isn’t a standard 
  unit, but has the potential to influence the battle or 
  is otherwise important. Examples might include 
  scouts, siege weapons, an ogre warband, a dragon, 
  or a ragtag band of refugees the PCs must protect. 
  Some examples of Special units are included 
  below.  
  All units have four attributes: 
  
  Armour: if a unit is destroyed, roll 2d6.
  On this number or higher, the attack or
  effect is negated.
  
  Move: relative unit speed and agility. If a
  Move check is required, roll 2d6 and
  score this number or higher to succeed.
  
  Morale: when forced to check for morale,
  roll 2d6 and score this number or higher,
  otherwise the unit is Broken (p.13).
  
  Trait: every unit comes with one or more
  traits. Some examples are provided
  below.
  Standard Units 
  Archers 
  Lightly armoured, swift travelling ranged attackers. 
  Decent morale. 
  Armour  
  10+ 
  Move  
  5+ 
  Morale  
  8+ 
  Trait 
  May make Ranged Attacks into 
  other battle locations (maximum 
  range determined by the GM).  
  Cavalry 
  Heavily armed and armoured, extremely fast. 
  Resolute. 
  Armour  
  8+ 
  Move  
  7+ 
  Morale 
  6+ 
  Trait 
  May move twice per turn. +1 
  bonus on Attack rolls, and targets 
  suffer a 1 point Armour penalty.  
  Heavy Infantry 
  Heavily armed and armoured, slow, good morale. 
  Armour  
  8+ 
  Move 
  8+ 
  Morale  
  7+ 
  Trait 
  +1 bonus on Attack rolls and 
  reroll 1’s (once per attack). 
  Infantry 
  Moderately armed and armoured, decent morale. 
  The average soldier unit.  
  Armour  
  9+ 
  Move 
  7+ 
  Morale  
  8+ 
  Trait 
  +1 bonus on Attack rolls. 
  Militia 
  Lightly armoured, poorly equipped and organised, 
  easily broken. At least they’re cheap. 
  Armour  
  NA 
  Move 
  9+ 
  Morale 
  10+ 
  Trait 
  -1 penalty on Attack rolls. 
  Special Units 
  Dragon 
  A flying juggernaut that rains fire on its hapless 
  foes.  
  Armour  
  5+ 
  Move  
  4+, Flying 
  Morale 
  3+ 
  Trait 
  May move twice per turn. May 
  attack twice per turn and uses 
  d10s instead of d6s. Usually has 
  positioning advantage (flying).  
  15
  
  Ogre Warband 
  A small warband of giant kin. 
  Armour  
  7+ 
  Move  
  7+ 
  Morale  
  7+ 
  Trait 
  +2 bonus on Attack rolls.
  Scouts 
  A stealthy band of swift moving pathfinders. 
  Armour  
  Special 
  Move  
  4+ 
  Morale  
  6+ 
  Trait 
  Once per turn, enable another 
  unit in the same or adjacent 
  location 
  to 
  move 
  twice. 
  Unengaged Scouts have a 7+ 
  Armour save vs Ranged Attacks. 
  Siege Weapon Battery 
  A battery of catapults, ballistae, trebuchets, 
  cannons, etc.  
  Armour  
  10+ 
  Move  
  9+ 
  Morale  
  8+ 
  Trait 
  May attack any reasonable target 
  on the battlefield (GM’s call). +2 
  bonus on Ranged Attack rolls vs 
  humanoid 
  or 
  giant 
  sized 
  creatures, +1 vs colossal. Targets 
  suffer a 1 point Armour penalty.  
  Veteran Company 
  A rare contingent of elite warriors, well armed and 
  armoured.  
  Armour  
  8+ 
  Move 
  7+ 
  Morale  
  4+ 
  Trait 
  +1 bonus on Attack rolls. May 
  attack twice per turn. 
  NPC Stats 
  Archers, AC 11, HD 1, Long bow 1d8, 19: as 
  weapon, S10 D11 C10 I10 P10 W10 Ch10 L4, 
  Mv 30 ft. Secondary shortsword.  
  Cavalry, AC 16, HD 1, Lance 2d4+2, 19: as 
  weapon, S13 D10 C13 I10 P10 W10 Ch10 L4, 
  Mv 60 ft mounted on Warhorse. Secondary 
  Sword/Axe/Hammer. Shield may be sacrificed to 
  negate one attack. 
  Champion, AC 14, HD 4, Greatsword 1d12+3, 
  19: as weapon, S16 D10 C14 I10 P10 W13 Ch10 
  L5, Mv 30 ft. One random ability from p.133 
  Midlands Low Magic Sandbox Setting. 
  Heavy Infantry, AC 15, HD 1, Sword, Axe or 
  Hammer 1d8+1, 19: as weapon, S13 D10 C12 I10 
  P10 W10 Ch10 L4, Mv 30 ft. If armed with a 
  shield (50%) may sacrifice it to negate one attack. 
  Infantry, AC 13, HD 1, Spear 1d6+1 or Polearm 
  1d10, 19: as weapon, S11 D10 C11 I10 P10 W10 
  Ch10 L4, Mv 30 ft.  
  Militia, AC 10, HD 1d6 hp, Club 1d6 or Spear 
  1d6+1, 19: as weapon, S10 D10 C10 I10 P10 W10 
  Ch10 L4, Mv 30 ft.  
  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 ft. 
  When staggered, an ogre enters a murderous rage, 
  gaining a free attack against every foe within reach. 
  On a 19+ attack roll, the target rolls on the Injuries 
  & Setbacks table (Luck (Con) save resists). 10 foot 
  reach. 
  Scouts, AC 12, HD 1, Short bow 1d6+1 or Sword 
  1d8, 19: as weapon, S11 D13 C12 I10 P13 W10 
  Ch10 L4, Mv 30 ft. Advantage on stealth and 
  perception related checks.  
  Veteran, AC 15, HD 2, Greatsword 1d12+2 or 
  Sword/Axe/Hammer & Shield 1d8+2, 19: as 
  weapon, S14 D10 C13 I10 P10 W10 Ch10 L5, 
  Mv 30 ft. If armed with a shield may sacrifice it to 
  negate one attack. 
  Warhorse, AC 15, HD 3, Hoof 1d8+1, 19: 
  trample for double damage and knock prone, S19 
  D13 C16 I12 P10 W13 Ch6 L6, Mv 60 ft.  
  16
  
  Unit Advancements 
  At the GM’s option, units that survive one or more 
  mass battles might gain one of the following 
  advancements (roll 1d10): 
  UNIT ADVANCEMENT 
  1 
  Pathfinders; once per mass battle, turn a 
  failed Move check into a success.  
  2 
  Lucky Mascot; once per mass battle, 
  provided the mascot still lives, ignore the 
  unit’s first destroyed result. 
  3 
  Manly Grit; lower the unit’s Armour value 
  by 1 point. 
  4 
  Rock Steady; lower the unit’s Morale by 3 
  points (minimum 3). 
  5 
  Proven Tactics; the unit ignores Ambush! 
  (ranged) and Crushing Defeat (melee) 
  attack results.  
  6 
  No Mercy; enemy units that must check 
  Morale due to an attack from this unit 
  automatically break. 
  7 
  Rage of the Iron God; attack twice per 
  turn instead of once.  
  8 
  Weaponmasters; roll d8s instead of d6s 
  on attack rolls. 
  9 
  Heroic Aura; allied units in the same 
  location 
  (including 
  this 
  unit) 
  gain 
  advantage on Morale checks. 
  10 
  GM Special: create a new trait for the unit. 
  Final Confrontation
  At the end of each mass battle turn, the GM rolls 
  3d6 plus either the party’s Event Points or Victory  
  Points (whichever is higher) to determine if the 
  battle moves to the end phase.  
  If the result is 18 or more, the Final Confrontation 
  occurs. If 17 or less, continue with Critical Events 
  and/or Unit Combat. At the GM’s option, if the 
  party has already faced 6 turns of mass battle (or 
  some other number the GM determines), the 
  Final Confrontation automatically occurs.  
  Final Confrontation is the battle’s ultimate 
  climactic encounter; when the party goes head to 
  head with the enemy Boss (and perhaps 
  bodyguards, etc). The GM determines the details 
  of this set piece encounter. Unless the GM rules 
  otherwise, whichever side wins the Final 
  Confrontation also wins the mass battle. 
  
  Combat Order 
  1.
  Ranged Attacks
  2.
  Movement
  3.
  Melee Attacks
  4.
  Final Confrontation Check
  Movement 
  A engaged unit cannot move until the enemy unit 
  is destroyed or broken. Moving to engage a unit 
  other than the closest enemy requires a Move 
  check. If a unit intends to move into or pass 
  through difficult terrain, the GM may call for a 
  Move check.  
  Broken Units 
  A unit that becomes Broken immediately moves 
  to an adjacent location with the fewest enemies.  
  For the remainder of the mass battle, the Broken 
  unit suffers disadvantage on all tests, and attacks 
  against it gain advantage. A Broken unit that 
  destroys an enemy unit is restored to normal 
  status.  
   
  RANGED ATTACK 
  2 – 4 
  Ambush! The attacking force is 
  ambushed 
  by 
  hidden 
  enemies; 
  immediately place a (bonus) enemy 
  infantry unit at the same location. 
  5 – 7 
  Defiant. The target weathers the storm 
  with few losses. 
  8 
  Shaken. The target must make a 
  Morale check or break. 
  9+ 
  Rain of Doom. The target is destroyed.  
  MELEE ATTACK 
  2 - 3 
  Crushing Defeat. The attacker is 
  destroyed. 
  4 
  Costly Mistake. The attacker must 
  make a Morale check or break. 
  5 
  Outmaneuvered. The target gains a 
  terrain advantage or the attacker is 
  forced into less favourable terrain 
  (target’s choice). 
  6 
  Steady now. Casualties on both sides, 
  but neither gives any real ground. 
  7 
  Drive them Back! The target is forced 
  into less favourable terrain, or the 
  attacker gains more favourable terrain 
  (attacker’s choice). 
  8 
  Shaken. The target must make a 
  Morale check or break. 
  9+ 
  Drink from their Skulls. The target is 
  destroyed.   
  MELEE MODIFIERS 
  Attacker outnumbers target 2:1 or more 
  +1
  Attacker with terrain or positioning 
  advantage (high ground, target trapped in 
  dead end street, etc) 
  +1
  Attacker 
  with 
  terrain 
  disadvantage 
  (crossing river, mud, frozen lake, tangled 
  undergrowth, fighting upstairs, scaling 
  castle walls, heavy smoke, etc) 
  -1
  MOVEMENT MODIFIERS 
  Favourable (roads, paths, game trail, 
  shortcut through the backstreets, secure 
  battlements with no enemies). 
  +1
  bonus 
  Average (relatively open plains, light 
  woods, low hills, skirmishing melee, 
  occasional pot shots from enemies).  
  - 
  Difficult (trackless forest, rising hills 
  littered with scree, winding underground 
  tunnels, “in the thick of it” melee, pinned 
  down by unrelenting arrow volleys, part of 
  the building is on fire).  
  -1
  penalty 
  Very Difficult (mountains, steep valley, 
  thick jungle like plant life, swamp, bodies 
  pilling up while surrounded by foes, 
  pushing through a fleeing crowd of 
  civilians, burning rubble strewn streets 
  with heavy smoke). 
  -2
  penalty 
  Impassable without special gear or 
  removing the enemy first (river, lake, 
  cliffs, chasm, blazing inferno, collapsed 
  bridge, courtyard under heavy catapult 
  fire, enemy fortifications). 
  GM 
  decides 
  UNIT COMBAT SUMMARY 
  18
  
  5e Conversion Notes
  Convert to 5e by implementing the following: 
  (i)
  Replace all Luck saves with the
  appropriate Attribute save (eg a Luck 
  (Dex) save becomes a Dex save).
  (ii)
  DCs are set by threat level. For Minor
  threat the DC is 10, for Moderate
  threat 15, and for Major threat 20.
  (iii)
  For a “great success”, the PC rolls
  with disadvantage, or must beat the
  DC by 5 or more (GM’s call). For a
  “terrible failure”, they must fail the
  check by 10 or more (or natural 1).
  (iv)
  For Injuries & Setbacks, use the table
  on p.20.
  NPC Stats 
  Archers, AC 14, HP 2d8+2, Longbow +3/1d8+1, 
  S12 D13 C12 I10 W11 Ch10, Mv 30 ft. PP 12, 
  CR 1/8 (25 xp).  
  Cavalry, 
  AC 
  18, 
  HP 
  8d8+16, 
  2 
  x 
  Lance/Greatsword +5/2d6+3, S16 D11 C14 I11 
  W11 Ch15, Mv 60 ft mounted on warhorse. PP 
  10, Saves Con +4/Wis +2, CR 3 (700 xp).  
  Champion, AC 17, HP 15d8+45, Spear 
  +7/2d8+4, S18 D15 C16 I10 W12 Ch15, Mv 30
  ft. PP 11, Saves Str +7/Dex +5/Con +6, Athletics
  +10, Intimidation +5, CR 5 (1,800 xp). Adv on
  saves vs fear.
  Heavy 
  Infantry, 
  AC 
  17, 
  HP 
  5d8+10, 
  Greathammer +5/2d6+2, S15 D10 C15 I10 W11 
  Ch10, Mv 30 ft. PP 10, Athletics +5, CR 2 (450 
  xp).  
  Infantry, AC 15, HP 2d8+2, Halberd+3/1d10+1 
  or Javelin +3/1d6+1, S13 D12 C12 I10 W11 
  Ch10, Mv 30 ft. PP 12, Athletics +3, CR 1/8 (25 
  xp).  
  Militia, AC 12, HP 2d8, Spear +2/1d8, S10 D10 
  C10 I10 W10 Ch10, Mv 30 ft. PP 10, CR 1/8 (25 
  xp).  
  Ogre, AC 11, HP 7d10+21, Greatclub +6/2d8+4 
  or Javelin 2d6+4, S19 D8 C16 I5 W7 Ch7, Mv 40 
  ft. Darkvision 60 ft, PP 8, CR 2 (450 xp).  
  Scouts, AC 13, HP 3d8+3, Multiattack 2 x 
  Shortsword +4/1d6+2 or Longbow +4/1d8+2, S11 
  D14 C12 I11 W13 Ch11, Mv 30 ft. PP 15, Nature 
  +4, Perception +5, Stealth +6, Survival +5, CR 1/2
  (100 xp). Adv on Wisdom (Perception) checks
  relying on sight or hearing.
  Veteran, AC 17, HP 9d8+18, 2 x Longword 
  +5/1d8+3 or Heavy Crossbow +3/1d10+1, S16
  D13 C14 I10 W11 Ch10, Mv 30 ft. PP 12,
  Athletics +5, Perception +2, CR 3 (700 xp).
  Warhorse, AC 11, HP 3d10+3, Hooves 
  +6/2d6+4, S18 D12 C13 I2 W12 Ch7, Mv 60 ft.
  PP 11, CR 1/2 (100 xp). Trampling Charge: if
  move 20 ft in a straight line, DC 14 Str save or
  prone (if successful, bonus attack with Hooves).
  19
  
  1d20 
  INJURIES & SETBACKS 
  1 
  Eye Injury. You have disadvantage on Perception/Investigation checks that rely on sight (blind 
  if both eyes). Roll 1d20, on a 6+ the eye is damaged and can be mended with Cure Minor 
  Injury or two months of rest. Otherwise the eye is lost. A Regenerate spell is required to restore 
  a lost eye.  
  2 
  Arm or Hand Injury. You can no longer hold anything with two hands, and you can hold only 
  a single object at a time. Roll 1d20, on a 6+ the limb is damaged and can be mended with Cure 
  Minor Injury or two months of rest. Otherwise the limb is lost (1d6: 1-3 hand, 4-5: below 
  elbow, 6: arm). A Regenerate spell is required to restore a lost limb. 
  3 
  Leg or Foot Injury. Your move speed is halved and you require a crutch or peg leg to walk. 
  You have disadvantage on movement based Dex checks. Roll 1d20, on a 6+ the limb is 
  damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the 
  limb is lost (1d6: 1-3 foot, 4-6: below knee). A Regenerate spell is required to restore a lost 
  limb. 
  4 
  Ear Injury. You have disadvantage on Perception/Investigation checks that rely on hearing 
  (deaf if both ears). Roll 1d20, on a 6+ the ear is damaged and can be mended with Cure Minor 
  Injury or two months of rest. Otherwise the ear is lost. A Regenerate spell is required to restore 
  a lost ear. 
  5 
  Internal Bleeding. Whenever you attempt an action in combat, you must make a Con or Wis 
  check vs DC 10 (your choice). If unsuccessful, you lose your action. Cure Minor Injury or 3d6 
  days of rest cures the injury.  
  6 
  Broken Ribs. Whenever you suffer physical damage, you must make a Con or Wis check vs 
  DC 10 (your choice). On a failed check, you lose your next action. Cure Minor Injury or 3d6 
  days of rest mends the injury. 
  7 
  Nasty Scar. You gain a nasty looking scar on your head, neck, hands or other location not 
  easily concealed. You have disadvantage on most Charisma checks (GM discretion). A 
  Regenerate spell is required to remove the scar.  
  8 
  Swelling on the Brain. You suffer madness (1d6: 1-3 indefinite, 4-6 long term). The madness 
  subsides as usual or Cure Minor Injury removes it. 
  9 
  Damaged Weapon. A weapon or item you are holding is damaged. Until repaired, the item 
  cannot be used, imposes disadvantage or suffers some other penalty the DM determines. 
  Magical items have a 50% chance to negate this effect.  
  10 
  Damaged Armour. Armour you are wearing is damaged. Until repaired, your armour provides 
  only half the normal AC bonus (round down). Magical items have a 50% chance to negate this 
  effect. 
  11 
  Damaged Magical Item. A randomly determined magical item (not a weapon or amour) is 
  damaged. Until repaired, any attempt to use the item requires an Int check (DC 15). On a 
  failure the DM improvises a setback or rolls on the Wand of Wonder chart. 
  12 
  Muscle Tear. Lose 1d4 Str, Dex or Con. Cure Minor Injury or 1d8 days of rest mends the 
  injury. 
  13 
  Head Injury. Lose 1d4 Int, Perc, Will or Cha. Cure Minor Injury or 1d8 days of rest mends 
  the injury. 
  14 
  Diseased Wound. Your hit point maximum is immediately reduced by 1d10, and again every 
  morning the wound persists. If your hit point maximum reaches zero you die. Cure Minor 
  20
  
  Injury mends the wound. Alternatively tending with the Medicine skill cures the wound after 
  1d3 days. 
  15 
  Sprained Ankle. You must make a Dex check (DC 15) if you try to charge, jump or move 
  twice in one round. If you fail the check, you fall prone. Cure Minor Injury or 1d6 days rest 
  mends the injury. 
  16 
  System Shock. You have disadvantage on initiative checks. Cure Minor Injury or 1d3 days rest 
  mends the injury. 
  17+ 
  Minor Scar. A minor scar has no significant adverse effect, in fact after a few ales some folks 
  might even be impressed by it. Some scars fade over time, others might require the Regenerate 
  spell to erase completely.  
  Adapting to Permanent Injuries 
  In the absence of healing magic, an adventurer 
  suffering permanent injuries will find ways to adapt 
  over time (including hook hands, peg legs, 
  adjusting to one eye, etc). The GM is encouraged  
  reduce or eliminate penalties after one or more 
  periods of downtime retraining. 
  21
  
  CREDITS 
  Author:  
  Stephen J. Grodzicki. Copyright © 2018. 
  Artwork: 
  Cover art copyright 2018 Christopher Spence, used with permission. 
  Some artwork copyright Jack Holiday (p.11), used with permission. 
  Some artwork copyright 2011 Joe J. Calkins, Cerberus Illustration (p.3), used with permission. 
  Some artwork copyright Dean Spencer, (p.6, 9, 17), used with permission. 
  Some artwork copyright Eric Lofgren, (p.19), used with permission. 
  Some artwork copyright fotokostic (p.2), istock, used with permission. 
  Some artwork copyright Jay Sloan (p.12), Amora Game, used with permission. 
  Some artwork copyright William McAusland and Outland Arts (p.14), used with permission 
  Some artwork copyright Majiek Zagorski, The Forge Studios LLC (p.21), used with permission. 
  Ink splashes copyright Shutterstock, used with permission. 
  Website: 
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  Sandbox-Setting
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Supplemental/Mass Battle Toolkit [white] (LowFG).pdf