TEXT:                         Savage Worlds Mass Combat Cheat sheet 
  1.  Give Armies tokens: Example 1000 troops vs 600 troops. 10 tokens to one side 6 tokens to one 
  side. Battle rolls will add +4 to larger attackers rolls, -4 to lesser forces rolls. 
   
  2. Add modifiers-Situational, If characters fight make rolls Add +1 for every rank above novice 
  subtract modifiers to rolls- or + Difference of tokens between armies. 
   
   
  3. Roll Character battle Results: 
  Failure: Hero stopped by overwhelming forces and bad fortune 4d6 damage. 
   
  Raise: Hero wreaks havoc, slaying leaders and destroying important assets. He suffers 2d6 
  damage but adds +2 to his sides battle roll. 
   
  Two Raises: Glory! Scores of foes fall and his success inspires his allies. Add +2 to sides battle roll 
  and he comes out unscathed. 
   
  Battle Rolls: Generals on each side make attack rolls. Add modifiers from above rolls. Every 
  success or raise takes one token away from enemy force. If heroes general is an NPC pick a 
  player to make a roll for him. 
   
  Morale: Each round an army loses a token the leader must check morale. This is a spirit roll 
  modified by situations below. 
  -1 For each Token in battle lost 
  +2Army is made up of undead or drones 
  +2 Army within fortifications or prepared positions 
  +2 Army cannot retreat 
  With a success army fights on. Failure means army defeated and makes an orderly retreat. Make 
  one more roll at the end of battle on a 1 result the Army routs when defeated and runs off the 
  battlefield.  
   
  4.Aftermath: For each token that each army lost equals 10% of the force. $ tokens would equal 
  40% ect. 
   
  Battle Modifiers: 
  Tokens +1 for each token greater than enemies tokens 
   
  Artillery or Air support  
  +1 Light (Mortars, Archer troops) 
  +2 Mediumn (Artillery on demand heavy artillery, Catapults,  
  
  +3 Heavy (Heavy Support on demand, Cannon, bombs,Airstrikes) 
   
  Terrain 
  -1 Slight advantage: Rolling Hills, foxholes, tripholes, rocky ground,  
  -2 Minor Advantage: High Hills, Fortifications, Trenches, moats 
  -3 Major advantage: Cliffs, high castles, Sea fortresses 
   
  Battle Plan 
  +/-  The  Army gains bonuses depending on decisions made by the general added or subtracted 
  from the battle roll. 
   
                                                     Seige Warfare 
   
  Each round takes 1 week. After each roll reduce provisions on each side by one. 
  Defending General adds his protection bonus of the fortification to his Knowledge Battle rolls, rather than 
  subtracting it from his attackers rolls. The attacker adds his Siege bonus from siege engines to his Knowledge 
  Battle rolls.   
  1. 
  Boiling oil: +2 to Defender’s battle roll. Supplies reduced by 1 
  2. 
  Diseased Animals: +1 to attackers battle roll 1st time used if attacker roll beats defender roll defenders 
  supplies reduced by 2 as disease spreads 
  3. 
  Forlorn Hope: +2 to attackers roll each time used but automatically kills 1 token. 
  4. 
  Lockdown: Full defensive -2 to Defenders roll instead of reducing tokens of the  attacker roll is considered 
  opposed by the defenders roll. 
  5. 
  Rationing: The attacker reduces the use of his provisions or subsides on secondary resources for the 
  week. Any supplies lost this round are halved (round down) but defenders suffers a -2 to his battle roll. 
  6. 
  Sappers: They cannot be used until after the first attack. +2 to the attackers roll the first time they are 
  used. 
  7. 
  Spy: You have bribed or blackmailed someone inside +2 to clandestine action results. If the attackers roll 
  fails the spy is discovered and dealt with. 
   
                                 
   
   
   
   
   
   
  
   
   
                                        Conventional Siege Engines  
  Item 
  Range 
  Damage 
  Seige Bonus 
  Crew/Reload 
  Notes 
  Balista 
  25/50/100 
  3D8 
  +1 
  2/1 
  AP4 can target 
  individuals 
  Bore Ram 
   
  2D6+ 
  +2 
  6 
  AP10/HW 
  Catapult 
   
   
   
   
   
  Boulder 
  50/100/200 
  4D6 
  +3 
  6/2 
  AP10/HW/MBT 
  Putrid Gas 
  50/100/200 
  Special 
  +3  
  6/2 
  LBT 
  Incendiary 
  50/100/200 
  2D10 
  +3 
  6/2 
  LBT 
  Flamethrower 
  Cone 
  2D10 
  +1 
  2 
  Ignores Armor 
  Ram 
   
   
   
   
   
  Frame Mounted 
   
  2D6+ 
  +2 
  6 
  AP6/HW 
  Hand Carried 
   
  2D6+ 
  +2 
  12 
  AP4/HW 
  Seige Tower 
   
   
  +2 
  12 
  Pace 3/30 
  troops 
  Trebuchet 
   
   
   
   
   
  Boulder 
  25/50/100 
  3D8 
  +2 
  4 
  AP4/SBT/HW 
  Gas 
  25/50/100 
  Special 
  +2 
  4 
  MBT 
  incendiary 
  25/50/100 
  2D10 
  +2 
  4 
  MBT 
   
   
  Fortifications 
  City or Town 
  Toughness/Protection 
  Wall 
  Gate 
  Defenders 
  Supplies 
  Concentric Castle 
  16/+3 
  26(10) 
  22(6) 
  400 
  52 
  Hill Fort 
  16/+2 
  22(6) 
  20(4) 
  200 
  20 
  Large Castle 
  15/+3 
  25(10) 
  21(6) 
  200 
  26 
  Manor House 
  12/+1 
  18(6) 
  16(4) 
  10 
  6 
  Motte & Bailey 
  15/+2 
  23(8) 
  21(6) 
  20 
  12 
  Small Castle 
  14/+2 
  14(10) 
  20(6) 
  50 
  26 
  Stone Tower 
  13/+1 
  19(6) 
  17(4) 
  10 
  4 
   
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Add-ons/Savage Worlds - Mass Combat Cheat Sheet.pdf