Cry Havoc
Cry Havoc
™
AN EVENT BOOK by SKIP WILLIAMS
The Essential d20 Guide to War!
f all the events that can affect a campaign, war is per-
O haps the most complex and deadly. This event book
examines all aspects of war in a d20 fantasy setting.
Inside you’ll find rules and guidelines for:
• Causes, effects, and strategies for a war in your campaign.
• Battlefield maneuvering, unit spellcasting, and raising
armies.
• Adventure ideas for everything from prolonged sieges to
lightning commando raids.
• Battlefield feats, spells, prestige classes, and skills.
• And the definitive d20 mass combat system, covering
everything from small units to large armies!
This valuable “how-to” book from one of the codesigners of
3rd Edition offers everything you need to introduce a war
in your own game. DM notes and checklists cover all the
essential steps, so you you can spend less time planning
and more time playing!
Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to
publishing unusual magic, monsters, and evocative game elements that go beyond
traditional fantasy. Malhavoc Press products exhibit a mastery of the d20 System rules
that only one of the 3rd Edition Dungeons & Dragons® designers can offer you.
©2003 Skip Williams. Dungeons & Dragons, D&D, Dungeon Master, and
Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc.
™
PDF Version 1.0
July 21, 2003 ®
® $13 U.S.
®
CRY HAVOC
An event book featuring the definitive d20 mass combat system
By Skip Williams
Requires the Dungeons & Dragons® Core Rulebooks, published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing: Penny Williams
Art Direction and Production: Sue Weinlein Cook
Cover Illustration: Todd Lockwood
Proofreading: Mike Johnstone
Interior Illustrations: Eric Lofgren and Kieran Yanner
Cartography: Ed Bourelle
Terrain Illustrations: Stephen Shepherd
Cover and Interior Page Design: Peter Whitley
Playtesters: Philippe Daigneault, Bob Greenfield, Daniel Kaufman, Matt Locke, Lorcan E. Murphy, and Pieter Sleijpen
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the
terms of the d20 System License version 4.0. A copy of this License can be found at < www.wizards.com/d20 >. Dungeons & Dragons®, Dungeon
Master®, and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permis-
sion. All rights reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and
the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. The mention of or reference to any company or prod-
uct in these pages is not a challenge to the trademark or copyright concerned. All other content is ©2003 Skip Williams. This book is compatible
with Revised 3rd Edition rules. This edition of Cry Havoc is produced under version 1.0a, 4.0, and/or draft versions of the Open Game License, the d20 System
Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later ver-
sions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version
1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to
Monte Cook’s Arcana Unearthed, The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, Demon God’s Fane, When the Sky Falls, The
Diamond Throne, and Requiem for a God; any specific characters, monsters, creatures, and places; capitalized names and original names of places, artifacts, charac-
ters, races, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, feats, and abilities; any and all stories, storylines, his-
tories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, diagrams, and cartography, likenesses, poses,
logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below
and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Cry Havoc are designated as Open Game Content:
the entirety of the unit combat game mechanics in Chapter Three; the spell parameters (range, duration, etc.) and game mechanics in Chapter Four; the entirety of the
skills and feats in Chapter Five; the entirety of the army combat game mechanics in Chapter Six; the advancement tables and class features for the prestige classes in
Chapter Seven; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other
Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2003 Wizards of the Coast, Inc. The
remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Cry Havoc
©2003 Skip Williams.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the
artwork or non-Open Game Content herein is prohibited without express written permission from Skip Williams or Monte Cook, except for purposes of review or use of
Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Table of Contents
Introduction: WAR IN YOUR CAMPAIGN Selected Spells .............................................80
What’s an Event Book? ....................................3 New Spells ......................................................95
Why War?............................................................3 Turn or Rebuke Undead................................97
Using This Book ...............................................4 Monster Special Abilities ............................97
Chapter One: PREPARING FOR THE EVENT Chapter Five: BATTLEFIELD SKILLS AND FEATS
The War—Near or Far? ....................................5 Skills .............................................................100
Who’s Fighting?................................................5 New Skill.......................................................102
Why Go to War? ................................................5 Feats...............................................................102
Kinds of Wars...................................................6 New Feats ......................................................103
Ending a War ....................................................7
Chapter Six: ARMY COMBAT
Chapter Two: INTEGRATING THE EVENT General Principles......................................106
Player Characters at War ..............................8 Army Combat Overview ...............................106
Rumors of War.................................................9 Army Combat Statistics ..............................106
Sidebar: PCs as the Cause of a Local War ...................10 Strategic Conflict ......................................107
War and the Common Folk ..........................10 Sidebar: Calculating Army Statistics........................108
Religion and War...........................................10 Sidebar: Adjusting the War’s Length .........................110
The Economics of War ..................................12 Quick Army Combat.......................................111
War-Induced Disasters .................................12 Sidebar: Sieges................................................................112
After the War..................................................13 Sidebar: Power Ratings for Siege Engines ................115
Tactical Army Combat ..................................116
Chapter Three: UNIT COMBAT Moving Armies...............................................117
General Principles ........................................14 Sidebar: Larger Standing Armies ................................118
What Is a Unit? ................................................14 Raising Armies...............................................119
Unit Combat Sequence..................................14 Supplying Armies..........................................122
Unit Combat Statistics..................................14 Replacing Losses ..........................................123
Sidebar: Unit Combat Basics ..........................................15
Sidebar: Changes to a Unit’s Attack Bonus Chapter Seven: PRESTIGE CLASSES
During a Battle...........................................................17 Death Dealer ................................................124
Sidebar: Checks in a Unit Battle...................................19 Knight Commander .....................................126
Base Line and Rendezvous Point .................19 Shieldmate ....................................................128
Initiative.........................................................20
Sidebar: Activation Versus Orders .............................20 Chapter Eight: ADVENTURE IDEAS
The Battle Round ..........................................20 Raid.................................................................130
Sidebar: Line of Sight and Line of Effect ..................22 Reconnaissance ...........................................130
Attacks and Damage in Unit Combat..........23 Rescue............................................................130
Sidebar: Combat Shortcut: Attack Rolls....................23 Assassination ................................................131
Unit Actions Without Orders.....................23 Negotiation ...................................................131
Sidebar: Optional Rule: Reduced Hits
From Damaged Units.................................................26 APPENDIX
Sidebar: Siege Engines ...................................................32 Sample Unit Record Sheet ..........................132
Commanders and Orders .............................34 Blank Unit Record Sheet ............................133
Sidebar: Optional Rule: Autonomous Units...............37
Open Game License.......................................134
Injury and Death ...........................................44 Terrain Illustrations ............(inside covers)
Movement and Position ...............................46
Combat Modifiers .........................................49 DIAGRAMS
Unusual Attacks............................................50 1: Adjacent Units and Melee Contact ............................21
Morale.............................................................54 2: Movement, Reach, and Attacks of Opportunity ......22
Individuals on the Battlefield ........................56 3: Charging.........................................................................27
Sidebar: Why Special Rules for Individuals?..............57 4: The Closest Enemy........................................................30
Individuals in Unit Combat .........................58 5: Command Hierarchy .....................................................35
Sidebar: Experience Awards for Battles.....................59 6: Guarding........................................................................40
Terrain and Obstacles .................................60 7: Corners and Squeezing................................................47
8: Cover...............................................................................49
Chapter Four: BATTLEFIELD MAGIC 9: Morale Failure ..............................................................56
Magic Actions on the Battlefield..............73 10: A Hero Challenge.......................................................60
Concentration...............................................73 11: Terrain Illustrations Legend....................................65
12: Cones..............................................................................77
Counterspells ................................................73
13: Diminish Plants/Plant Growth Area ........................86
Spell Descriptions.........................................73
Introduction
3
War in Your Campaign
Cry havoc, and let slip the dogs of war.
—William Shakespeare, Julius Caesar, Act iii. Sc. 1.
ry Havoc is an event book that provides advice and rules 8. Adventure Ideas: Offers war-related adventure ideas suitable
Why War?
into your game, the event book line from Malhavoc Press is for you. You might want to introduce a war into your campaign for any of
several reasons. War can set the tone of a campaign world, herald
What’s an Event Book? large-scale changes in its political structure, or simply provide new
Each event book takes a major event that could have interesting adventuring options for characters who have grown bored with the
repercussions on your campaign and examines it thoroughly from same old plotlines.
every angle. It provides DM advice on staging the event, involving The sheer drama and grandeur of warfare can add sparkle to a
the player characters (PCs), and making changes to the campaign campaign—nothing quite equals the sights and sounds of armies
based on the natural consequences of the event. In short, it’s every- on the march. The measured tramp of booted feet on the road; the
thing you need to make the event a part of your own game. The color and pageantry of military standards, coats of arms, and uni-
campaign is still yours in every way—the event book merely serves formed troops; the sight of cheering commoners waving flags as
as a guide. It doesn’t force you into structured plots or leave you their troops pass in review—all these elements bring with them a
with no idea of what happens next. special sort of excitement. Eventually, this movement of troops cul-
Previous event books have covered the death of a deity (Requiem minates in the flash of steel in the morning sun and the clash of
for a God by Monte Cook) and the impact of a meteorite on a fanta- arms as two armies meet, struggling for supremacy on the battle-
sy world (When the Sky Falls by Bruce R. Cordell). field. By playing up these aspects, you can use a war to bring out the
Here’s a short chapter-by-chapter outline showing how this heroic nature of your world.
book presents the guidelines for introducing a war into your The foregoing describes the bright side of war, but it has a grim
campaign. side as well. Troops and animals can become mired in a muddy field
1. Preparing for the Event: Discusses the background planning on a cold, rainy day, or have to flee for their lives before invading
the DM must do before introducing the event into the campaign. forces, or end up starving in a ravaged countryside. Treachery and
2. Integrating the Event: Offers a detailed look at various deadly ambushes can put a quick end to even the best-laid plans.
options for staging the war, as well as its many repercussions upon Finally, the grim picture of carrion feeders flocking to the aftermath
society, the economy, and even the campaign world as a whole. of a battle brings home the reality of war in a way that nothing else
3. Unit Combat: Offers detailed rules for running fairly small can. By emphasizing these aspects, you can use war to underscore
battles involving a few dozen to a few hundred creatures. The rules the gritty realism of your world.
presented here closely parallel the combat rules for the d20 System, War touches nearly every aspect of life in the area where con-
so both players and DMs can grasp them quickly. flict rages and sometimes in locales far removed from the fighting
4. Battlefield Magic: Offers conversion notes for using standard as well. Player characters who live in a country at war may find
d20 magic with the unit combat system in Chapter Three. Some themselves eluding press gangs or perhaps running press gangs
new spells with battlefield applications appear here as well. of their own. Some might take more active roles and serve their
5. Battlefield Skills and Feats: Offers conversion notes for using country by fighting on the battlefield, commanding troops, carry-
standard d20 skills with the unit combat system in Chapter Three. ing messages, or performing any of myriad other tasks suited to
A new skill and several new feats with battlefield applications their abilities.
appear here as well. Even when a war is far away, adventurers can still feel its effects.
6. Army Combat: Offers abstract rules for running large-scale They may find themselves shelling out extra gold the next time they
battles and even whole wars using just paper and pencil and a few shop for supplies, and some goods may be unavailable at any price.
dice rolls. War also tends to bring intrigue to distant places, as diplomats,
7. Prestige Classes: Provides three new prestige classes that spies, and saboteurs work to bring allies into the fray and to keep
thrive on the battlefield. their foes from doing the same.
4 Cry Havoc
About the Author Any war can present new challenges to the PCs in a campaign,
Skip Williams began working in the game industry in 1976, while still in high no matter what their level. Epic-level characters can hardly ignore
school, as a part-time clerk in TSR, Inc.’s Dungeon Hobby Shop in Lake Geneva,
WI. In subsequent years he served as a TSR gopher, doing everything from pack- a large-scale invasion—especially if other epic-level characters
ing orders to mowing the company lawn to staffing convention booths. Since lead the invading army—but even low-level characters can find
then, he has worked as a convention director, a magazine editor, a magazine
columnist, a tournament developer, and a game designer. roles to fill.
On TSR’s design staff he lent his talents to many product lines and co-created the War also provides an excellent opportunity to make a change
SAGA game system for the Dragonlance line. As a senior RPG designer at Wizards of in your campaign world. You can eliminate aspects you don’t like,
the Coast, Skip codesigned the 3rd Edition of the Dungeons & Dragons game,
authored the Monster Manual, and codesigned such diverse works as the new edi- such as troublesome nonplayer characters (NPCs) or even whole
tion of the Forgotten Realms Campaign Setting, the Chainmail game, and Deities countries. At the same time, you can introduce new elements,
and Demigods. He has served as Dragon Magazine’s “Sage” for nearly 15 years
and, at present, is a freelance game designer. such as new allies for the PCs, new villains, or even new cultures
and religions.
About the Editor In short, war can take center stage in your campaign, provide a
Penny Williams joined TSR, Inc. in the early 1980s as Games Questions Expert, backdrop for the action, serve as a vehicle for change, or merely
answering consumer rules questions. She later took over the reins of the RPGA
Network and Polyhedron Newszine. At Wizards of the Coast, she served as line provide the occasional adventure hook. Few campaign develop-
editor for the Marvel Super Heroes Adventure Game and the new Star Wars ments can prove so versatile.
Roleplaying Game before joining the D&D team and later the Managing Editor’s
team. Penny is now a freelance game editor and writer. When not plotting against
player characters, she tutors high school students and makes jam. Using This Book
Because Cry Havoc is a “how-to” book for your game, most of the
About the Illustrators
chapters contain boxed “Checklist” sidebars that boil down the
Cover artist Todd Lockwood has been drawing since before he can remember,
literally since he was old enough to hold a pencil. He taught himself to draw by guidelines in that section to a few clear steps. As you go through
making his own comic books on typing paper; it was great practice, and it honed the book, use these checklists to help you make some notes about
his storytelling skills at the same time; that storytelling evolved later into
Dungeons & Dragons. After a career in advertising illustration, Todd made fantasy implementing the guidelines presented there in your own cam-
his reality, working for companies like TSR, Inc. and Wizards of the Coast. Most paign. Other boxes, labeled “Key Terms,” are designed to help you
recently he created much of the concept art and many memorable covers for 3rd
Edition D&D. Visit his website at <www.toddlockwood.com>. keep track of the new concepts this book introduces.
If you like d20 System products, chances are you’ve run across the creative work Throughout Cry Havoc, a dagger (†) is used to signify a spell,
of writer, illustrator, and cartographer Ed Bourelle before . His artwork and maps feat, or skill introduced in this book. Otherwise, all references to
have appeared in products from Bastion Press, Fantasy Flight Games, Mystic Eye
Games, Sovereign Press, Sword & Sorcery, and more. Learn about him at his spells, feats, and other rules pertain to the three Core Rulebooks:
website <www.skeletonkeygames.com>. the Player’s Handbook, the DMG, and the MM.
Eric Lofgren’s early influences included comic book art, the oils of Frazetta, and Bonus source material and additional ideas to augment the
the inks of Berni Wrightson. After discovering roleplaying games, he schooled
himself in fantasy art. After years of working other jobs to sustain himself while information in Cry Havoc appear on Monte Cook’s website. To find
drawing away evenings and weekends, he decided to take the plunge, illustrat- the links to these free web enhancements, visit the book’s product
ing in the RPG industry. See more of his work at <www.ericlofgren.com>.
page online at <http://www.montecook.com/mpress_Havoc.html>.
Stephen Shepherd is a Florida-based artist who got his start with Malhavoc
Press, illustrating Book of Eldritch Might II: Songs and Souls of Power and
This sourcebook is protected content except for items specifically
Demon God’s Fane. He has worked on a number of books for Mongoose called out as Open Gaming Content on the title page. For full
Publishing and Troll Lord Games, as well as many others. He lives with his sup-
portive wife Julie and his inspirational daughter Andi. He is currently plotting
details, please turn to the Legal Appendix. Open content is not
world domination. Visit his website at <http://voodoo.home.sapo.pt/>. otherwise marked in the text of this book.
Interior artist Kieran Yanner has always been interested in art, roleplaying
games, and the fantasy/sci-fi genre. Taking example from such artists as Jim Lee,
Tony DiTerlizzi, and Brom, Kieran began shaping his art style long before he ever
thought he would actually become a professional illustrator. From Decipher to
Malhavoc Press, White Wolf to Dream Pod 9, Kieran has produced hundreds of
illustrations for the roleplaying industry and continues to do so. Check out his
website at <www.yanner.com>.
Malhavoc Press
Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to
the publication of unusual magic, monsters, and evocative game elements that
go beyond traditional fantasy. Malhavoc Press products exhibit the mastery of
the 3rd Edition rules that only one of its original designers can offer.
Other Malhavoc Press event books include Requiem for a God and When the Sky
Falls. Also look for The Diamond Throne, a sourcebook for Monte Cook’s Arcana
Unearthed, coming soon. Most current titles are available to purchase in either
print or electronic (PDF) format at <www.montecook.com>.
Chapter One
5
Preparing for the Event
The ambassador scanned the treaty draft with a scowl and a wrinkled brow that had little to do with the fading light in the council chamber.
With a derisive snort,he took up the document and twisted it into a crumpled mass.Rising from his seat,he dropped the mangled treaty in a
brazier and stormed out of the chamber as a blue cloud of smoke began to rise from the burning parchment.A pair of advisors,who had
watched the outburst in grim silence,stood motionless as the flames consumed the treaty.“I guess this means war,” said one presently.
ost fantasy campaigns feature violence in plenty, so a war get away with just announcing the onset of war. As residents of the
basic categories: territorial, economic, ethnic, and ideological dis- Ethnic Disputes
putes. These motivations by no means constitute a complete list, One side believes itself oppressed or unfairly divided by geograph-
and the borders between the categories often prove somewhat ic boundaries. Some ethnic wars arise simply because one group
blurry. Nevertheless, these root causes can form a useful basis for cannot bear the differences it perceives in another group, or
your decisions about why a war might start, what signs of its com- because it covets another group’s wealth or political power.
ing the characters might Ethnic disputes often involve territory, but the goal in seizing
Checklist see, and what events might that territory is to secure ethic unity or to control key cities or other
Where will the war take place? end the conflict. sites that have special meaning to one side or the other. Ethnic dis-
A distant war (far from the putes may also involve economics, but here the goal is usually to
PCs’ normal haunts)
Territorial deprive the other group of its resources, or even to wipe out the
A local war (close to the
PCs’ normal haunts)
other group entirely.
Disputes Ethnic wars usually simmer for a long time before any fighting
Decide who’s fighting.
One side desires the land erupts. Once the war begins, it tends to grind on until one side
Decide why the war is occurring.
the other side controls, or either virtually annihilates the other or forces it into utter submis-
Territorial dispute
insists that it has a better sion. Such a result, of course, breeds further resentment and
Economic dispute
claim to that land. Terri- inevitably causes more wars in the future.
Ethnic dispute
torial disputes may arise as
Ideological dispute
a result of previous wars in Ideological Disputes
Decide what form the war will take. which one side seized terri- Ideological wars revolve around mere ideas. Different religious
International war
tory from the other, or as beliefs drive many such conflicts, but an ideological war can also
Proxy war
complications of political involve such intangibles as lifestyles, social practices, or philosophi-
Cold war marriages or dynastic cal concepts.
Civil war succession, or just out of Ideological wars often prove exceptionally brutal because the con-
Decide what each side must do simple greed. flict seldom ends until one side must admit utter defeat. Even then,
to win the war.
A long period of diplo- resentments arising from such a war can fester for generations.
matic or economic maneu- Ideological wars often follow the same pattern as ethnic wars,
vering usually precedes a with trouble starting gradually and building into open conflict over
territorial war. During this period, both sides try to solidify their time. A sudden provocation, however, can cause war to flare more
claims on the disputed territory. quickly as well.
Once a territorial war begins, it usually does not end until one
side successfully invades and holds the disputed territory, or until Kinds of Wars
the defender decisively repulses the invader. Whatever their causes, wars can take may forms. A useful (though
by no means definitive) list of war types follows.
Economic Disputes International Wars: These conflicts involve nations, or substan-
One side perceives that it has suffered (or will suffer) a loss of tial sections of nations, pitted directly against one another. One
wealth or potential wealth because of the economic or political side usually invades the other, but not always. The two sides may
practices of the other side. Sometimes a war that appears territorial content themselves with merely probing one another’s borders.
actually has an economic foundation because one or more of the An international war fits most people’s conception of what a
belligerents seeks some economic advantage—be it access to war in a fantasy setting should be. Substantial armies go on the
resources, access to markets, or just safe routes for trade or travel. march and seek out the enemy for pitched battles. An internation-
The period before an economic war usually features attempts by al war offers player characters ample opportunities for heroics
at least one side to secure trade agreements or concessions from both on and off the battlefield, and success consists of defeating
the other, or to ensure a steady supply of needed goods or the enemy.
resources by some means short of war. These prewar maneuvers Proxy Wars: These conflicts also involve opposing nations, but
might go on for decades before one side runs out of patience and the main combatants choose to fight each other indirectly through
resorts to force of arms. third parties. The belligerents may send their armies to another
Economic wars sometimes end when one side deems the cost country to fight it out, or they might support their allies indirectly
too high. In that case, some sort of diplomatic settlement or con- with money, equipment, and advice.
cession usually terminates the conflict before either side actually A proxy war may call for more prudence and delicacy from the
achieves a military victory. Otherwise, the war ends when one side PCs than an international war. Simply defeating the enemy may not
either gains decisive control over the disputed resource (mines, a suffice. The characters might have to cover their tracks, win with a
key port, an agricultural region, or the like) or defeats the other so minimum of casualties (on their own side, on the enemy’s side, or
soundly that the loser must concede the dispute. both), and avoid offending or harming bystanders.
Chapter One: Preparing for the Event
7
Cold Wars: Both sides seek victory, but the conflict remains largely political or diplomatic. Fighting is sporadic and usually involves only
small portions of each side’s true military power. Small proxy wars may result from a prolonged cold war.
Like proxy wars, cold wars usually call for a more discreet approach than an openly declared
war requires. Often success means avoidance of a larger-scale war.
Key Terms
Civil Wars: All the combatants come from the same political entity, and they fight either to
Belligerents: The principal nations or groups
gain undisputed control of that entity, or to change its political, economic, or social structure in involved in a war
some way. One side in a civil war often desires to break away and form its own country, or to Civil War: A war in which the belligerents
join with another political entity. belong to the same country or political entity
(at least at first)
Civil wars often present PCs with a wide variety of moral
Cold War: A war fought mostly through intrigue
dilemmas. They may find themselves pitted against and diplomacy
neighbors, friends, or even members of their own Commander: An individual who commands
families. They may very well find themselves oppos- armies or troops within armies
ing foes who share the same alignments and gen- Distant War: A war that takes place
outside the territories that the PCs
eral goals, but hold different loyalties. usually frequent
Treachery abounds in a civil war, but one Economic Dispute: A cause for war that hinges
being’s treachery is another’s patriotism. on trade, resources, or wealth
Ethnic Dispute: A cause for war that hinges on
Ending a War differences, real or perceived,
between groups
No matter how tough the belligerent, a foe
Ideological Dispute: A cause for war that
can always manage to knock it out of the hinges on conflicting ideas
fight somehow. It pays to consider how International War: A war involving nations as
any side in a war might emerge the belligerents, fought primarily
through open battle
victorious.
Local War: A war that takes place inside the
At the very least, killing or rout- territories that the PCs usually frequent
ing all of a belligerent’s troops Proxy War: A war that the belligerents fight
spells its defeat. Usually, however, indirectly through third parties
a foe doesn’t have to go that far. Territorial Dispute: A cause for war that hinges
on the possession of land
Most countries surrender
when their capitals fall,
though a few may con-
tinue fighting until
they lose all their
cities. (As noted in Chapter Six, maintaining an active
army in the field requires cities and towns to pro-
vide money for maintenance and replacements for
the ranks. An army denied the support of cities
can disintegrate quickly.) Other belligerents
might have to surrender if the enemy controls
key pieces of terrain in the area, such as moun-
tain passes, road junctions, agricultural regions,
or other areas that produce vital resources.
Sometimes, a country may sue for peace if it
simply loses too many battles in too short a
time. Eliminating a key leader, such as a
monarch or senior general, can also force
a belligerent out of a war.
Chapter Two
y now you have decided where your war will take place, other ways. For example, a PC soldier could serve as a bodyguard,
PCs as Commanders
Player Characters at War Even a low-level PC stands out as an individual of exceptional ability
When planning for the war, consider early what part the PCs might when viewed against the backdrop of an entire army made up of
play in the conflict. Their degree of involvement remains the play- warriors and commoners. A moderately successful PC who has
ers’ choice in large part, but you must at least offer options. gained a level or two may enjoy some notoriety among the soldiers,
Depending upon the players’ interests and your campaign plans, many of whom might aspire to follow him and share in his fortunes.
some options will prove better than others. Likewise, the senior commanders in an army may view such a player
character as a person of either reasonable competence or exceptional
PCs as Troops luck (or both), who is more than fit to lead troops into battle.
The player characters can simply join the army and fight in battles as To be an effective commander, a PC must have some interest in
troops—elite troops, perhaps, but in the end merely troops. In this the war and at least a modicum of tactical sense. It also helps if the
arrangement, the PCs are subject to their superiors’ orders most of the character belongs to a player who has some interest in mass war-
time, and they will probably have little time for their own pursuits. fare, though many valid options exist for those who do not. A PC’s
Life as a soldier usually holds very little appeal for a player character. troops can receive assignments far removed from the battlefield,
Soldiers generally experience a great deal of boredom, interspersed such as guarding or transporting supplies, securing vital points
with brief periods of mortal danger that offer little chance for great (bridges, crossroads, and the like), scouting the trail for the main
rewards or even for escape. On the other hand, low-level characters army, or capturing deserters and enemy spies.
may find even a soldier’s meager pay worth their time. Furthermore, Of course, having a military command doesn’t mean a character
participation in a military must spend all his time fighting. Opportunities for roleplaying
Key Terms campaign could introduce a abound for officers, who must regularly deal with superiors, subor-
Commander: Someone who leads an army or a player character to impor- dinates, civilians, and prisoners.
smaller group of troops within an army
tant NPCs in your game Like a soldier, a PC commander might enjoy great freedom of
Mercenary: A soldier, commander, or special
operative who fights primarily for pay, or one
world, and perhaps to many action at times and have to follow his orders to the very letter at
who organizes groups of soldiers to fight not-so-important NPCs others. Any commander, however, often finds himself improvising
for pay
who can serve as key allies on the spot, and he may occasionally decide that ignoring his
Special Operative: An individual whose contri- or foes later in the charac- orders altogether is the best course of action. In the latter case,
butions to a war go beyond any direct role on
the battlefield, such as a spy, spy catcher, scout, ter’s career. however, the character had better be able to show outstanding
or saboteur One way to make a sol- results and provide a very good excuse for disobeying a superior.
Troops: A collective term for the soldiers who dier’s life more palatable to PCs who own land or hold titles can raise, train, and command
fight in a war
a PC is to limit the level of troops of their own. Doing so can give them a real stake in the fates
commitment required. of their troops, as well as in the outcome of the war overall.
Between battles, a PC sol-
dier might successfully request some personal time to go adventur- PCs as Special Operatives
ing. Alternatively, the army might make a limited enlistment—say, Most PCs find this role the most comfortable. For the most part,
for only a month or so—available to worthy individuals. Such part- special operatives don’t get involved in mass battles. Instead, they
time or short-duration military service can be a good and profitable engage in espionage, counterespionage, reconnaissance, sabotage,
way for a PC to spend time between adventures. and a variety of other covert activities. Their missions may range
Some PCs clearly don’t have what it takes to fight on the battle- from rescuing prisoners to kidnapping enemy leaders. For the
field, but their talents might still benefit the army in a variety of most part, such a mission resembles a standard adventure. Special
Chapter Two: Integrating the Event
9
operatives can usually count on a reasonable degree of independ- Signs of a Territorial War
ence as well as the usual rewards for getting the job done. The side that wields political control over the disputed territory may
attempt to evict foreigners and seal the borders. Its leaders may also
PCs as Mercenaries attempt to move loyal settlers into the territory or replace the local
Some PCs may decide to go into the warmaking business for them- rulers with people they
selves. They might hire themselves out as commanders, special regard as reliable. Such Checklist
operatives, or common troopers for pay, or they might invest some maneuvers can directly Decide how to introduce the war.
gold in recruiting their own troops to fight for pay. This latter affect the PCs in a num- Consider ways that the war will
option offers all the responsibilities and opportunities that serving ber of ways. The charac- impact the PCs.
as a commander does, but it also gives the player character the ters might find them- Determine the reactions of key
NPCs (especially the clergy) to the
option of negotiating her rate of pay (and that of her soldiers) and selves among the for- war.
deciding which tasks she and her troops will undertake. eigners ousted from the Determine the war’s popularity with
area, or they might the common folk.
Rumors of War undertake missions on Consider what role the PCs might
play in the war.
No matter where you’ve decided to place your war, it will send ripples behalf of the govern-
Troops
throughout your campaign world. You just need to make sure the ment, such as securing
Commanders
PCs notice those ripples. the borders, dealing with
unfriendly rulers, or Special operatives
If the war occurs some distance from your PCs’ usual base of opera- friendly rulers. Draw out a map showing the por-
tion of your world where the war is
tions, you can get away with presenting it as an accomplished fact The side that lacks to take place.
rather than leading up to it slowly through foreshadowing. Any of political control over the Determine potential sites for
the following options work well for introducing a distant war. disputed area may press battles.
• The player characters overhear NPCs or travelers discussing its claim to the territory Determine potential sites for war-
induced disasters (famine, plague,
the war. with religious leaders rebellion, etc.).
• The PCs note a sudden spike in the cost of goods or equip- and with its own people. Consider how the war might end,
ment. “On account of the war,” the local merchants explain. Its leaders might try to including postwar consequences.
• The player characters encounter refugees on the move. Such subvert or bribe local
an encounter might involve a few wealthy merchants who political leaders, or even
have decided to live abroad for awhile, or small clusters of attempt to neutralize
peasants fleeing violence directed at them, or a veritable them through various
flood of people displaced from their homes. means, including assas-
• Clerics representing (or claiming to represent) members of sination. They may encourage their own people to settle the disput-
a repressed sect appear in the streets, calling for volunteers ed zone, either in hopes that they might sway the rest of the popu-
to defend the faithful. (This tactic can prove particularly lation toward revolt against the present political system, or just to
effective if one or more of the PCs is a member of the sect, provide a base of sympathetic commoners to supply their armies,
or if they have an important NPC ally who is a member.) should war break out. Once again, the PCs can easily become
• Agents of the belligerent powers approach the PCs with involved in planning or executing any of these measures.
offers of mercenary work.
• The characters’ own government asks them to perform any Signs of an Economic War
number of tasks, from escorting diplomats to espionage. The PCs might hear about or encounter trade delegations repre-
• The PCs’ government decides to join the war and send senting both sides of the coming war. They also might accept offers
troops of its own—including the PCs. to join such delegations or to serve as guards or escorts for the dele-
gates when they enter foreign territory.
Introducing a Local War Smuggling and raiding may increase if the delegations fail to
A war in the PCs’ own neighborhood calls for careful staging. Since reach any agreements—and sometimes even when they do. Player
wars usually take a good while to get started, you can use the period characters should have ample opportunities to intercept smugglers,
while the conflict is building to foreshadow the conflict. You should become smugglers themselves, or simply stumble across smuggling
plan to drop enough clues to let reasonably observant players know operations. Likewise, PCs might accept the task of defending
that a serious dispute is brewing. Then when war finally breaks out, against raiders, become raiders themselves, or simply witness a raid.
it will seem a natural outgrowth of events in the campaign rather One side may attempt to pressure the other with an embargo or
than some catastrophe you just decided to dump on your players. boycott of certain goods. This tactic may raise the prices of goods
Indications that a local war looms should relate to the causes for that the PCs buy, and it should certainly encourage more smuggling
the war. Some specific suggestions for each kind of dispute follow. and raiding.
10 Cry Havoc
Neutral Clergy
Members of the clergy seldom remain ambivalent about a war, but
in many cases they split over the issue of support, with some sects
supporting the conflict and others opposing it. Such competing
efforts tend to cancel each other out, making the clergy effectively
neutral about the war.
Rebellion
Civilians and troops may become fractious under the pressure of a
war. Rebellions can erupt spontaneously if a war erodes a govern-
ment’s authority, particularly if that government has been oppres-
sive or if substantial segments of the population are sympathetic to
the enemy. Troops may refuse orders or turn on their commanders
when deprived of supplies or pay, or when they lose faith in their
commander’s ability to lead them effectively,
Invading armies often encounter serious difficulties in main-
taining control of areas that they have conquered or overrun. Such
problems can occur for no other reason than that the civilians (and
perhaps soldiers who have left the defeated army and returned
home) decide to make life difficult for the outsiders.
Unit Combat
The line of elven archers walked slowly forward, distrusting the spongy layer of lichen and moss underfoot. Luminous fungi on the cavern
walls around them bathed the vast chamber in an unwholesome glow. For some time, the rustle of their cloaks and armor was the only
sound, but presently they detected the faint creaking of leather and the sound of panting animals. The worg riders swept into view from
around a massive, natural column and loosed a storm of arrows.
ombat between units works much like combat between Unit Combat Sequence
C individuals. Unit combat, however, requires a slightly
more abstract approach in order to keep battles running
smoothly and quickly.
Like combat between individuals, unit combat is cyclical—that is,
the order in which units act does not change from battle round to
battle round. Generally, unit combat runs as follows.
1. Unless an ambush or other circumstance makes the troops and
General Principles commanders on one side of a battle unaware of their enemies,
The guidelines presented in this chapter allow quick resolution of units begin ready to fight and are not flat-footed, as creatures in
battles involving anywhere from several dozen to a few hundred individual combat often are.
troops. Since speed of resolution is paramount, this system glosses 2. The commander-in-chief for each division involved in a battle
over certain elements of battle that miniature wargames might makes a command check (see page 20) to determine initiative
handle in some detail. for the battle.
The unit combat system takes standard d20 character combat 3. The commander-in-chief for each division directs the units
concepts and expands them to unit scale. This approach keeps the under her command to act. The commander-in-chief with the
terms, procedures, and die rolls familiar to players who already highest initiative check result acts first, followed by the one with
know the d20 System, and it allows character-to-character inter- the next highest, and so on. Units on each side make morale
actions and roleplaying within the scope of a much larger battle. checks as necessary when they or their foes act.
4. When all the commanders-in-chief have acted, Steps 2 and 3
The Fundamentals repeat until the battle ends.
A few fundamental assumptions form the basis for the rules
presented here. Unit Combat Statistics
1. A unit has an attack bonus, an Armor Class, a speed, and all other Several fundamental statistics determine how well a unit performs
statistics that an individual creature has. Each of a unit’s statistics in combat. This section summarizes these statistics, and the follow-
is the average of that statistic over all the creatures in the unit. ing sections detail how to use them. You can keep track of each
2. A unit in combat acts in much the same way as an individual unit’s statistics using copies of the unit record sheet on page 133.
would. A unit can take almost any action in combat that a charac-
ter can, and resolution of its actions occurs in much the same way. Unit Attack Bonus
3. A unit in combat seldom can assess the battle as a whole. Thus, A unit’s melee attack bonus is:
it remains preoccupied with what’s happening immediately Average base attack bonus + average Strength modifier + size
around it. modifier + weapon damage modifier + miscellaneous modifiers.
A unit’s ranged attack bonus is:
What Is a Unit? Average base attack bonus + average Dexterity modifier + size
Any collection of creatures moving and fighting together can be con- modifier + range modifier + weapon damage modifier + miscel-
sidered a unit. A typical unit (called a homogeneous unit) consists of laneous modifiers.
at least 10 creatures of the same kind, all with identical armor and
weapons. It’s quite possible, however, to form a unit with mixed equip- Average Base Attack Bonus
ment, mixed spells, or even mixed creatures (called a mixed unit). A unit’s base attack bonus equals the average base attack bonus of
A unit works like a character in many ways. A unit is the building all the creatures in it. For a homogeneous unit, this value equals the
block of a force in the same way that a PC is the building block of an base attack bonus of a single member. To determine the average
adventuring party. A single figure on a battle mat represents a unit base attack bonus for a mixed unit, first find the base attack bonus
in a battle just as it does a character in an adventure, except that a for each creature in it. Then multiply each of these values by the
unit figure represents anywhere from 10 to 50 actual creatures. number of creatures to which it applies, add up the results, divide
A unit on the battlefield can attack other units, or it can attack by the total number of creatures in the unit, and round down.
individuals. Conversely, both individuals and units can attack a A base attack bonus of 6 or higher allows a unit to attack more
unit. The term “combatant” refers to any entity fighting on the than once when it uses a standard unit attack , just as it allows an
battlefield—either a unit or an individual. {cont’d on page 16)
Chapter Three: Unit Combat
15
Unit Combat Basics
The following sections outline the basics of
unit combat for the convenience of players Attack Options Death, Dying, and Healing
and DMs during play. But this sidebar is only An attacking unit has the following basic Each time a unit takes damage from a melee
an outline—full descriptions of the concepts options available. or ranged attack, it suffers casualties, losing
in this section follow. one damage factor (5 hit points) worth of
Attack: A unit can move and make a full
Except where noted, unit combat follows the creatures for each successful hit against it.
attack (melee or ranged), or make a full
rules given for combat between individuals in When a unit consists only of creatures with
attack and move. A unit that does not move
Chapter Eight of the Player’s Handbook. more than 5 hit points each, every hit the unit
can make two full attacks (see Double Attack,
takes wounds a creature. Wounded creatures
below). In unit combat, a unit always makes a
in a unit take damage from melee or ranged
Battle Rounds single attack at its highest melee attack
attacks before nonwounded creatures do, but
bonus for an attack of opportunity or the first
a unit loses a creature only when it runs out
Unit combat takes place in one-minute battle attack of a charge, and a full attack in most
of hit points. Some kinds of terrain and spells
rounds rather than the six-second rounds other cases (see Chapter Eight in the Player’s
that affect areas may wound several creatures
used for combat between individuals. This Handbook).
in a unit without killing any of them.
slower pace represents the lengthy grind of
battle and the difficulty of coordinating large Charge: A charging unit attacks twice—once
Wounded creatures in a unit can receive mag-
groups in a combat situation. with a single melee attack as part of the move,
ical healing, which reduces the damage they
and once with a full attack after the move.
have suffered.
When making the charge, the unit moves up to
Initiative its speed in a straight line or gentle curve, Unless otherwise noted, consider any crea-
During the first battle round of a fight, the then makes a single melee attack with a +2 tures that are eliminated from units as dying
commander-in-chief of each division involved charge bonus on the attack roll. The unit also (between –1 and –9 hit points, inclusive). Use
makes a command check (see Giving Orders, takes a –2 penalty to its Armor Class until its of the Heal skill during a battle cannot return
page 35) that serves as an initiative check. next turn. It then makes a full attack (just like a such a creature to the unit, though the quick
Each round that the fight continues, divisions standard unit attack) immediately after charg- application of a healing spell may allow
act in initiative order. ing, but without the charge bonus. recovery (see Injury and Death, page 44).
Double Attack: A unit that does not move A unit continues functioning at its full capaci-
Attacks (except to adjust its position) can make two ty until it has no more creatures in it. Do not
full attacks. remove a unit from the battlefield until it has
A unit can move and attack once (one full lost its last creature.
attack) per battle round. A unit that does not Double Move Charge: A unit can move up to
move can make a double attack (two full double its speed in a charge and make a
attacks) each battle round. single melee attack. Grids and Miniatures
Unit combat takes place on a square grid with
Attack Roll Spells one square equal to 50 feet. Simply place
markers or figures on the grid to indicate the
A unit attacks as a group, making one attack A unit can move and cast a spell that would
positions of units.
roll for all the creatures in it and using their normally have a casting time of one standard
average attack bonus. This roll represents action in individual combat. A unit that does
how effectively the creatures in that unit not move (except to adjust its position) can Orders
fought. The higher the unit’s attack roll, the cast a spell with a casting time of up to one
In the noise and confusion of battle, units do
more hits it scores (see Table 3–3). Because minute. To cast a spell with a longer casting
not always do exactly the right thing. When
the creatures in a unit attack more or less in time, a unit must remain stationary (except
left to its own devices, a unit attempts to
unison over the course of a one-minute battle for adjusting its position) for the entire time
attack whichever enemy happens to be clos-
round, the unit can hit an opponent more required to complete the casting.
est to it. A skilled commander, however, can
than once with each attack. order a unit to attempt more intricate maneu-
Saving Throws vers than it could manage on its own.
Damage Each of a unit’s saving throw bonuses equals
Each hit from a unit deals one damage factor the average of that saving throw bonus for all Morale
(5 hit points) to an enemy unit, or standard the creatures in it.
Morale is a measure of how well the unit
damage for the weapon and wielder to an stands up to adversity. A unit checks morale
enemy individual. Movement whenever it takes damage, and in certain
other circumstances as well.
Each unit has a speed measured in feet. It can
Armor Class move that distance as well as attack or cast a
A unit’s Armor Class is the average of the spell with a casting time of one standard Base Line and Rendezvous Point
Armor Class values of the creatures in it. action. The unit can move before or after
Each force involved in a battle treats one
attacking or casting.
edge of the battlefield as its base line—
Hit Points (Damage Factors) A unit can also move twice in a battle round usually the edge from which it entered the
(that is, move twice its speed), provided that battle. A unit that fails a morale check often
A unit’s ability to withstand damage is rough- it does not attack or cast a spell. It can also retreats toward its base line.
ly equal to the total hit points of all the crea- run, but only if ordered to do so.
tures in it. Divide the hit points of each crea- The troops in any unit have orders to go to a
ture by 5 and round down to find the number Unless it is under orders to the contrary, a prearranged place on the battlefield when
of damage factors the unit has. The sum of all unit must move toward the closest enemy they don’t know what else to do. Troops that
the individual creatures’ damage factors it can see. find themselves without orders and without
equals the damage factors of the whole unit. nearby enemies to attack can move toward
A unit in melee contact with an enemy unit this rendezvous point.
Successful attacks against a unit reduce its (that is, within 50 feet of it) cannot move
damage factors. The unit’s total decreases away unless ordered to do so. If so ordered,
as creatures in it die or drop out because it breaks melee contact, usually provoking an
of injuries. attack of opportunity from the enemy unit.
16 Cry Havoc
individual to attack more than once when using the full attack TABLE 3–1: AVERAGE WEAPON DAMAGE
action (see Chapter One of the Player’s Handbook). Base Damage Die Size Average Damage
Examples: The following examples demonstrate how to calculate 1 1
a unit’s base attack bonus. 1d2 1.5
1. A unit of 10 ogres has a unit base attack bonus of +3. Each ogre 1d3 2
has a base attack bonus of +3. Since this value is the same for all 1d4 2.5
creatures in the unit, the average equals +3. 1d6 3.5
2. A unit of five ogres and five bugbears has a unit base attack 1d8 4.5
bonus of +2. Each ogre has a base attack bonus of +3, and each 1d10 5.5
bugbear has a base attack bonus of +2. Multiplying +3 by 5 (the 1d12 6.5
number of ogres) gives a result of 15, and multiplying +2 by 5
(the number of bugbears) gives a result of 10. Dividing the If a weapon deals more than one die of damage, multiply the
total of those values (15+10=25) by 10 (the number of crea- value from the table by the number of damage dice that weapon
tures) gives a final result of +2 (25 ÷ 10=2.5, rounded down). deals. Add to this result the wielder’s damage modifier (one and a
half times Strength bonus for a two-handed weapon, equal to
Average Strength Modifier Strength bonus for a one-handed weapon, one-half times Strength
Use the general procedure described above to determine this value. bonus for an off-hand weapon, or equal to Strength penalty for any
Examples: The following examples demonstrate how to calculate weapon), plus any enhancement bonuses for magic weapons and
a unit’s average Strength modifier. Use the same method to calcu- weapons made from special materials. Then find the result on Table
late its average modifier for any other ability score, substituting the 3–2 to determine the weapon damage modifier.
appropriate value for the Strength modifier.
1. A unit of 10 ogres has an average Strength modifier of +5. Each TABLE 3–2: WEAPON DAMAGE MODIFIERS
ogre has a Strength score of 21, which provides a +5 Strength Average Damage* Modifier
bonus. Since this value is the same for all creatures in the unit, 1 or below –3
the average equals +5. 2 –2
2. A unit of 5 ogres and 5 bugbears has an average Strength modi- 3 –1
fier of +3. Each ogre has a Strength modifier of +5, and each 4–5 +0
bugbear has a Strength modifier of +2. Multiplying +5 by 5 (the Greater than 5 1/5 average damage**
number of ogres) gives a result of 25, and multiplying +2 by 5 * If a number falls between two entries on the table, use the lower value. For example, if the
(the number of bugbears) gives a result of 10. Dividing the average damage is 3.5, the modifier is –1. If the average damage is 5.5, the modifier is +0.
total of those values (25+10=35) by 10 (the number of crea- ** Round down. For example, if the average damage is 11.5, the modifier is +2 (11.5÷5=2.3,
tures) gives a final result of +3 (35 ÷ 10=3.5, rounded down). rounded down).
Size Modifier For a unit armed with mixed weapons, calculate the weapon
This modifier works exactly like the size modifier for individuals. In damage modifier as though all creatures in the unit were using the
a mixed unit, use the size modifier of the majority of creatures. If weapon that the majority of them wield. If there is no majority
there is no majority, use the size modifier for the largest creature. weapon, use the one that deals the highest average damage.
Examples: The following examples demonstrate how to calculate
Range Modifier a unit’s weapon damage modifier.
This modifier works exactly like the range modifier for individuals. 1. A unit of 10 ogres using greatclubs (base damage 2d6) has a
weapon damage modifier of +2. According to Table 3–1, the aver-
Weapon Damage Modifier age damage for 1d6 is 3.5. Multiplying this value by 2 gives the
A unit of thugs armed with knives should expect worse results in average base damage for 2d6 as 7.
battle than a unit of warriors armed with greatswords. A unit An ogre has a +7 bonus on damage rolls for Strength when
receives a bonus on its attack rolls based on the average damage of using this weapon (+5 Strength bonus times 1.5 for a two-handed
its creatures’ weapons. This modifier incorporates other modifiers weapon). No enhancement bonuses or other modifiers apply.
that also apply separately to unit attack rolls, such as the average The average damage for this weapon is 7 + 7 = 14 points. Table
Strength modifier and weapon enhancement modifier. In effect, 3–2 gives the weapon damage modifier as 1/5 of the average
such modifiers count twice, though the weapon damage modifier damage, or +2 (14 ÷ 5 = 2.8, rounded down).
does not count them at full value. 2. A unit of 10 ogres using javelins (base damage 1d8) has a
To calculate the weapon damage modifier, first refer to Table 3–1, weapon damage modifier of +1. According to Table 3–1, the
which shows the average result for each kind of damage die. average damage for 1d8 is 4.5 points.
Chapter Three: Unit Combat
17
An ogre has a +5 bonus on damage rolls for
Strength when using this weapon (one times
Strength bonus for a thrown ranged weapon).
No enhancement or other bonuses apply.
The average damage for this weapon is 4.5 + 5 = 9.5
points. Table 3–2 gives the average as 1/5 of the average
damage, or +1 (9.5 ÷ 5 = 1.9, rounded down to 1).
Miscellaneous Modifiers
This value includes all the assorted combat modifiers that
can apply to attack rolls in a d20 game, such as weapon
enhancements, racial combat bonuses, and the like. In a mixed
unit, add the miscellaneous modifier that the majority of its
creatures have. If the majority of creatures do not share a single
miscellaneous modifier, use the highest one.
gives a result of 90. Dividing the total of those values (80 + 90 Unit Speed
= 170) by 10 (the number of creatures) gives a final result of 17 A creature’s speed in unit combat is 10 times its normal speed rating
(170 ÷ 10 = 17). (in keeping with the one-minute battle round used for unit combat),
rounded down to the nearest multiple of 50 feet (in keeping with
Unit Hit Points the unit ground scale). Regardless of the creature’s normal speed rat-
A unit has no hit points of its own, but its ability to withstand ing, it always has a speed of at least 50 feet in unit combat.
damage is roughly equal to the total hit points of all the creatures A unit’s speed is the same as that of the slowest creature in it. A
in the unit. Successful attacks against a unit deal damage factors, unit can run, but only when ordered to do so (see Acting With
which damage the creatures in it. Damage factors apply to individ- Orders, page 37).
ual creatures within the unit according to the guidelines below,
eventually causing them to die or drop out due to injury, just as the Unit Space and Reach
loss of hit points would. A unit’s space depends on the size of the creatures in it. Multiply
Divide each creature’s hit points by 5 and round down to deter- the space entry for the creatures in the unit by the number of crea-
mine how many damage factors it can withstand. A creature always tures to determine its space. For example, a unit of 10 humans has
has at least 1 damage factor. In a unit composed of creatures that a space of 50 feet (5 feet times 10). For a mixed unit, use the space
have more than one damage factor apiece, all damage factors from a rating of the majority of creatures to determine the unit’s space. If
given attack apply to a single creature until it dies. Any excess dam- the majority of creatures do not share a space rating, use the largest
age factors then apply to the next creature until it dies, and so space. Table 3–13 shows spaces for units.
forth. Area spells and some terrain effects constitute exceptions to A unit’s reach is the same as the reach of the creatures in it. For a
this rule (see pages 62 and 75). If an attack does not deal enough mixed unit, use the reach of the majority of creatures as the unit’s
damage factors to slay a creature, it simply remains wounded. reach. If there is no single reach shared by the majority of creatures,
Damage from subsequent attacks affects wounded creatures first. use the largest reach.
In a mixed unit, allocate hits evenly among all the kinds of crea- Because the unit combat system uses a much larger ground scale
tures in the unit. Distribute hits to wounded creatures first, spread- than individual combat does, reach has much less impact on unit
ing them out among different creature kinds as evenly as possible, battles than it does on individual combat (see Unit Attacks of
with those that have the lowest Hit Dice absorbing any odd hits. Opportunity, page 20, and the Guard order, page 40). Basically, a
Then allocate hits to nonwounded creatures, starting with the ones unit can make a melee attack against a combatant in an adjacent
that have the lowest Hit Dice. square (and only an adjacent square), no matter what its reach is.
To ease bookkeeping during a battle, prepare a sheet for each
unit, showing all the creatures in it along with their damage factors. Special Attacks
Create one row of blanks or boxes to represent the damage factors Units have whatever special attacks the creatures in them have. See
for each creature, and arrange all the creatures in the unit into a Chapter Four for rules governing special attacks in unit combat.
single column. Checking off one complete row of blanks or boxes
eliminates that creature from the unit. Checking off all the blanks Special Qualities
or boxes eliminates the entire unit. (You can fill in your blank unit Units have whatever special qualities the creatures in them have. See
record sheet according to the example on page 132.) Chapter Four for rules governing special attacks in unit combat.
Examples: The following examples demonstrate how to calculate
damage factors. Unit Saving Throws
1. In a unit of 10 ogres (each with 26 hit points), each ogre has 5 Each of a unit’s save bonuses equals the average of that save bonus
damage factors. Each ogre has 26 hit points. Dividing 26 by 5 for all the creatures in it. When a unit suffers an attack that allows
gives a result of 5 damage factors per ogre (26 ÷ 5 = 5.2, round- a saving throw, it makes one saving throw for all the creatures affect-
ed down). To record this unit’s damage factors, make 10 rows of ed by the attack, and all the creatures succeed or fail the saving throw
five boxes each, one row per ogre in the unit (see the example on together. A unit automatically succeeds at a saving throw if its die roll
page 132). is a natural 20, and it automatically fails if its die roll is a natural 1.
2. In a unit of five ogres (each with 26 hit points) and five ogre Examples: The following examples demonstrate how to calculate
mages (each with 37 hit points), each ogre has 5 damage factors, unit save bonuses.
as noted above, and each ogre mage has 7 damage factors. Each 1. A unit of 10 ogres has average save bonuses of Fortitude +6, Reflex
ogre mage has 37 hit points. Dividing by 5 gives a result of 7 +0, and Will +1. Since these values are the same for all creatures in
damage factors per ogre mage (37 ÷ 5 = 7.4, rounded down). To the unit, the averages equal the save bonuses for a single ogre.
record this unit’s damage factors, make alternating rows of 2. A unit of five ogres and five bugbears has average save bonuses of
seven boxes (representing the ogre mages) and five boxes (rep- Fortitude +4, Reflex +2, and Will +1. Each ogre has save bonuses
resenting the ogres), starting with a row of five boxes. of Fortitude +6, Reflex +0, and Will +1, as noted above. Each
bugbear has save bonuses of Fortitude +2, Reflex +4, and Will +1.
Chapter Three: Unit Combat
19
For the unit’s Fortitude save, multiplying +6 by 5 (number of Average Wisdom Modifier
ogres) gives a result of 30, and multiplying +2 by 5 (number of Calculate a unit’s average Wisdom modifier in the same manner as
bugbears) gives a result of 10. Dividing the total of those values the unit’s average Strength modifier (see page 16).
(30+10=40) by 10 (number of creatures) gives a final result of +4. Examples: The following examples demonstrate how to calculate
For the unit’s Reflex save, multiplying +0 by 5 (number of unit morale bonus.
ogres) gives a result of 0, and multiplying +4 by 5 (number of 1. A unit of 10 ogres has a unit morale bonus of +4. Each ogre has
bugbears) gives a result of 20. Dividing the total of those values 4 Hit Dice and a Wisdom modifier of +0 (for an average
(0+20=20) by 10 (number of creatures) gives a final result of +2. Wisdom modifier of +0). Adding the Hit Dice (4) to the average
For the unit’s Will save, multiplying +1 by 5 (the number of Wisdom modifier
ogres) gives a result of 5, and the result is the same for the bug- (+0) gives a result of
bears. Dividing the total of those values (5+5=10) by 10 (the +4 (4+0). Checks in a Unit Battle
number of creatures) gives a final result of +1. 2. A unit of five ogres During a battle round, any combatant can use a
standard action to make any check that normal-
and five ogre mages ly requires one standard action in individual
Abilities has a morale bonus combat, plus any number of checks that nor-
mally would be free actions. A combatant can
Each of a unit’s ability scores equals the average of that ability score of +6. Each ogre has make a check that requires up to one minute as
for all the creatures in it. For a homogeneous unit, these values are 4 Hit Dice, and each a double action. Longer tasks require additional
double actions—one for each minute required.
the same as those for a single member. Calculate the averages for a ogre mage has 5 Hit Taking 10 on a check takes no extra time in a
mixed unit in the same manner as save bonuses, above. Dice. Since there is unit battle. Taking 20 on a check requires
at least a double action.
When a unit must make an ability check, the unit as a whole no majority, use the
makes a single check, and the result applies to the whole unit. A +2 larger Hit Dice value
circumstance bonus applies to any ability check a unit makes. This (5).
bonus reflects the fact that the entire unit works together, and its Each ogre has a
members render assistance to comrades who need help. Wisdom modifier of
+0, and each ogre
Skills mage has a Wisdom
Each of a unit’s skill modifiers equals the average of that skill modifier of +2. Multiplying +0 by 5 (the number of ogres) gives
modifier for all the creatures in it. For a homogeneous unit, these a result of +0, and multiplying +2 by 5 (the number of ogre
values are the same as those for a single member. Calculate the mages) gives a result of 10. Dividing the total of those values
averages for a mixed unit in the same manner as save bonuses, (0+10=10) by 10 (the number of creatures) gives a final result of
above. If a skill requires training, a unit cannot use it unless the +1. Adding the Hit Dice (5) to the average Wisdom modifier (+1)
majority of the creatures in the unit have ranks in that skill. Count gives a unit morale bonus of +6.
only the creatures with ranks in that skill toward the average.
When a unit must make a skill check, the unit as a whole makes Base Line and
a single check, and the result applies to the whole unit. A +2 cir-
cumstance bonus applies to any skill check a unit makes. This Rendezvous Point
bonus reflects the fact that the entire unit works together, and its Each division (a group of allied units) treats one edge of the battle-
members render assistance to comrades who need help. field (usually the edge from which it enters the battlefield) as its
base line. Before the battle commences, the commander-in-chief
Feats deploys the units in the division within a move or a double move of
A unit can use a feat only when its commander shares a feat with it their division’s base line. Allied divisions usually have the same base
(see the Share Feat order, page 42) or when the majority of the line, but not always. During a battle, commanders may order their
creatures in the unit have that feat. See Chapter Five for rules gov- units to retreat toward their base line, or the units may flee in that
erning feats in unit combat. direction if their morale fails.
Each division involved in a battle also has a rendezvous point, a
Unit Morale Bonus prearranged place on the battlefield where its troops have orders to
A unit’s morale bonus is: go when they don’t know what else to do. Troops that find them-
Hit Dice + average Wisdom modifier. selves without orders and without nearby enemies to attack can
move toward their rendezvous point.
Hit Dice A division’s rendezvous point is typically either the center of the
For a homogeneous unit, use the Hit Dice of an individual creature battlefield or the center of an enemy’s base line. Other rendezvous
in the unit. In a mixed unit, use the Hit Dice of the majority of points also are possible, at the DM’s option.
creatures in the unit. If there is no majority Hit Dice value, use the
highest Hit Dice of any creature in the unit.
20 Cry Havoc
The four types of unit actions are: standard actions, move actions,
double actions, and free actions.
Unless noted otherwise in an action’s description, resolve
actions immediately for each unit. If a particular action provokes an
attack of opportunity, however, resolve that first, as noted above.
Standard Actions
A standard action allows a unit to attempt a significant activity on
the battlefield and still have time to move, either before or after the
standard action. The most common type of standard action is the
attack action, which allows a unit to make one melee or ranged
attack, or a series of melee or ranged attacks if its base attack bonus
is sufficiently high. Other common standard actions include cast-
ing a standard-action spell, concentrating on an active spell, acti-
vating a magic item, and using a special ability.
As noted earlier, a unit can usually take one standard action
and one move action in a battle round. A unit that takes a stan-
dard action cannot also take a double action, and vice versa. A
unit that takes a standard action and does not actually move any
distance on the battlefield can adjust position (see Adjust
Position, page 33).
Move Actions
A move action allows a unit to move its speed or perform a similar
action, such as climbing or getting up from a prone position. A unit
can move twice as a double action.
Certain activities that require move actions in individual com-
bat, such as picking up an item, putting away a weapon, or pulling
an item out of a backpack, are free actions for units because a battle Diagram 2: Movement, Reach, and Attacks of Opportunity
round is much longer than a regular round. Unit D1 from the previous example, which is already in melee contact with unit O, makes a
A unit that takes a move action that does not actually cause it to melee attack against unit O. Unit O has greater reach (10 feet) than unit D1 (5 feet), but there
move any distance on the battlefield can also adjust position (see is no attack of opportunity because unit D1 started its turn in melee contact with unit O.
Adjust Position, page 33). Unit D2 from the previous example, which was not already in melee contact with unit O,
Line of Sight and Line of Effect For example, getting up can a melee attack against unit O, but must make melee contact to do so. Because unit O
Line of sight refers to the ability to see an from a prone position has greater reach (10 feet) than unit D2 (5 feet), unit O makes an attack of opportunity
object, creature, or effect. A unit that doesn’t requires a move action but against unit D2 before unit D2 can attack.
have line of sight to a target cannot see it but
might still be able to attack it, subject to certain does not involve move- A unit of dwarves (D3) joins the melee from the previous example by moving next to unit
limitations and penalties (see page 49). ment on the battlefield; O and making melee contact. Thanks to its greater reach, unit O makes an attack of oppor-
Anything that blocks vision (such as solid walls, therefore a unit that takes tunity before unit D2 can attack.
tall trees, darkness, or smoke) can block line of
sight in the same way. this action can also adjust Unit D1 receives the Melee Maneuver order and moves to flank unit O. Unit D1 normally
Line of effect refers to the ability to send a pro- position. would provoke an attack of opportunity from unit O because it was in melee contact with
jectile, melee attack, or magical effect between unit O before moving. The Melee Maneuver order, however, gives unit D1 a chance to avoid
two points. Combatants with blocked line of
effect cannot attack (see page 49). Double Actions the attack of opportunity by making an opposed Dexterity check against unit O. Unit O’s
A double action consumes greater reach, however, gives it a +5 bonus to the check (see the orders descriptions, page 41).
almost all a unit’s effort During unit O’s turn, it attacks unit D2 and forces it to make a morale check. Unit D2 fails
during a battle round, leav- the check and must fall back (see Morale, page 54). Because unit O has greater reach than
ing it little if any time to do unit D2, it makes an attack of opportunity against unit D2 when it breaks melee contact.
other things. A unit that
takes a double action cannot also take a standard action during the
same round, and vice versa. Free Actions
A unit that takes a double action but does not actually move any Free actions consume only a very small amount of time and effort,
distance on the battlefield can also adjust position (see Adjust so performing them doesn’t affect what the unit can accomplish
Position, page 33). over the course of a whole battle round. A unit can perform one or
Chapter Three: Unit Combat
23
more free actions while taking another action normally. However, gories larger. Against six or more individuals of any size, use Table
the DM must put reasonable limits on what a unit can really do for 3–3. An attacking unit that has greater reach than the defenders
free. Some free actions, such as falling prone, require orders from a gains a +2 bonus on its attack rolls against up to five individuals in
commander, and a unit that does not receive such an order cannot a square, but not against six or more. In both cases, use the average
perform the action, even though it would take only a negligible Armor Class for all the individuals in the square, and spread out
amount of time. the resulting hits as evenly as possible among the targets, allocating
any odd hits to the individuals with lower Armor Classes
Not an Action
Sometimes a unit activity is not an action at all because it is part of Individual Versus Unit
some other action. For example, a unit might fight defensively as Individuals use Table 3–4 on page 25 to make both melee and
part of an attack or a double attack action. ranged attacks against units. See Individuals on the Battlefield
(page 56) for additional information.
Restricted Activity
In some situations (such as during a surprise round or after receiv- Damage
ing a slow spell), a unit may be unable to take a full battle round’s Each hit against a unit Combat Shortcut: Attack Rolls
A close look at Table 3–3 reveals that a unit of
worth of actions in a round. In such cases, the unit can take only a deals 1 damage factor. 10 creatures scores five hits when its attack roll
single standard action or a single move action each battle round Each hit against an indi- exactly matches the target’s Armor Class. The
attacker scores one extra hit for every 2 points
(plus free actions as normal). A unit so restricted can’t take a dou- vidual deals the normal by which the attack roll result exceeds the
ble action, though it can start or complete a double action by using amount of damage for defender’s Armor Class, and one fewer hit for
every 2 points by which the attack roll result
a standard action (see page 31). the weapon type and the falls short of the defender’s Armor Class.
wielder (rolled as Knowing that, you can quickly determine the
number of hits the attacker scores with any
Attacks and Damage though for individual attack roll.
combat). For example, a
in Unit Combat unit of greataxe-wield-
A unit’s attack roll represents how effectively the creatures in that ing ogres that scores five
unit fight as a whole. The results vary depending on whether the hits against an individ-
unit is fighting an enemy unit or an enemy individual. ual deals 5d12 points of
damage, plus any bonuses for Strength, weapon enhancements, or
Unit Versus Unit other factors that may apply.
To determine the number of hits scored with a given attack roll,
find the attack roll result in the first column of Table 3–3 (see next Unit Actions Without
page), then read across to the column whose header matches the
target unit’s Armor Class. The resulting value is the number of hits Orders
the attacking unit scored per 10 creatures it contains. An unactivated unit has not yet received any orders. An activated
unit may also lack orders if no commander is present to issue them.
Units Attacking Independent Units left to act on their own in a battle spend most of their
time either moving around or attacking each other. Some units can
Individuals also use magic without orders.
An individual who has not joined a unit is subject to attack from
any enemy capable of aiming an attack into her square. Individuals Summary of Unit Actions That
who have joined allied units have additional advantages and disad-
vantages in combat (see Individuals on the Battlefield, page 56). Don’t Require Orders
Ranged Attacks: Resolve ranged attacks by units against individ- A unit can perform any of the following actions without receiving
uals using Table 3–3. When two or more individuals occupy the same an order from a commander. The following sections discuss all
square, a unit must attack all of them simultaneously. Use the aver- these actions in detail.
age Armor Class for all the individuals in the square, and spread out Standard Unit Attack:A unit without orders must attack any enemy
the resulting hits as evenly as possible among the targets, allocating unit or individual with which it is in melee contact. If several enemies
any odd hits to the individuals with lower Armor Classes. are in melee contact with the unit, it can attack any one of them.
Melee Attacks: If two or more individuals occupy the same If there are no enemies in melee contact with the unit, it can
square, a unit must attack all of them simultaneously. Against up to make a ranged attack against the nearest enemy, or move toward
five individuals in the same square, use Table 3–4 on page 25 if the the nearest enemy and make a ranged attack against it. If the unit is
individuals are no more than one size category larger than the crea- close enough to the nearest enemy to move into melee contact, it
tures in the unit and Table 3–3 if they are two or more size cate- can do so and make a melee attack.
24 Cry Havoc
Double Unit Attack: A unit without orders can make a double Double Move Charge: If there is no enemy in melee contact
attack against an enemy in melee contact with it. If several enemies with the unit, it can move up to twice its speed in a fairly straight
are in melee contact with the unit, it can attack any of them, but it line and make a single melee attack against the closest enemy, pro-
must make both attacks against the same enemy if possible. vided that it can end its move in melee contact with that enemy. It
If there are no enemies in melee contact with the unit, it can cannot make a full attack against that enemy in the same round.
make a double ranged attack against the nearest enemy. Move: If there is no enemy in melee contact with the unit, it
Standard Charge: If there is no enemy in melee contact with can move up to its speed toward the nearest enemy. If there are no
the unit, it can move up to its speed in a fairly straight line and enemies in line of sight, it can move toward its rendezvous point
make a single melee attack against the closest enemy, provided instead.
that it can end its move in melee contact with that combatant. A Double Move: If there is no enemy in melee contact with the
+2 charge bonus applies to this attack roll. The charging unit can unit, it can move up to twice its speed toward the nearest enemy. If
then make a full attack (standard unit attack action) against the there are no enemies in line of sight, it can move toward its ren-
same enemy, but without the +2 bonus. dezvous point instead.
Chapter Three: Unit Combat
25
TABLE 3–4: UNIT VERSUS INDIVIDUAL COMBAT
Attack
Roll * Number of Hits** Against Armor Class
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
13 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
14 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
16 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
17 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0
18 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0
19 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0
20 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0 0
21 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0 0
22 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0 0
23 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0 0
24 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0 0
25 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0 0
26 10 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0 0
27 10 10 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0
28 10 10 10 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0
29 10 10 10 10 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0
30 10 10 10 10 10 10 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1
Magic Actions: A unit without orders can cast a spell, use a Standard Unit Attack
magic item, or use a spell-like or supernatural ability against an A standard unit attack takes a standard action. In 1 battle round, a
enemy in melee contact with it, or against the closest enemy if there unit can move its speed (or take some other move action) and make
are none in melee contact. In the latter case, it can first move up to a full attack, or make a full attack and then move (or take some
its speed toward the nearest enemy for the purpose of using its other move action).
spell, magic item, or spell-like or supernatural ability. Such a unit Number of Attacks: If an attacking unit can make more than
also can dismiss a spell it has cast. one attack per action because its base attack bonus is high enough
Miscellaneous Actions: A unit can perform other actions to merit additional attacks, or because the creatures in it have mul-
without orders as given on Tables 3–9 and 3–10. tiple weapons (or double weapons), or for some special reason
Do Nothing: A unit that doesn’t receive any orders can sim- (such as a feat or a magic item), the unit makes multiple attacks,
ply stand its ground if there are no enemies in melee contact just as though the creatures in it were using the full attack action
with it. from the Player’s Handbook.
26 Cry Havoc
Optional Rule: Reduced Hits From Damaged Units A penalty applies to any ranged attack roll for which the distance
If it bothers you that a unit reduced to one creature can fight as well as a unit to the target is greater than one range increment for the weapon.
of 10 creatures, you can use the table below to adjust the hits a unit scores
when it is not at full strength. To use this table, find the number of creatures Table 3–6 gives the modifiers for common ranged weapons.
left in the unit in the first column, then read across to the column whose Crossbows: A unit equipped with preloaded heavy crossbows
header matches the number of hits indicated by Table 3–3 or Table 3–4 to
find the revised number of hits. If Table 3–3 or 3–4 indicates more than 10 can fire them once (at its full attack bonus) using the standard
hits, check this table twice, once at the 10 value and once for the remainder. attack action. Loading a heavy crossbow requires a move action.
For example, if a unit of nine creatures gets a result of 12 hits from Table 3–3,
it actually gets only 10 hits (9 hits from the 10 column and 1 more from the 2 A unit equipped with light or hand crossbows can fire them once
column). as an attack action and reload them immediately as a free action. A
unit that does not reload on the turn it fires must use a move action
Table 3–5: Hits From Damaged Units
to reload later.
Creatures Hit Result From Table 3–3 A unit equipped with repeating crossbows (light or heavy) can
In Unit 0 1 2 3 4 5 6 7 8 9 10 fire them at their normal rate of attack, provided that their maga-
1 0 0 0 0 0 1 2 3 4 5 6 zines contain enough bolts.
2 0 0 0 0 0 1 2 3 4 5 6 Thrown Weapons: Because of the ground scale used for unit
3 0 0 0 0 0 1 2 3 4 5 6 combat, most thrown weapons are useful only against targets in
4 0 0 0 0 1 2 3 4 5 6 7 adjacent squares or in melee contact with the throwers. In unit
5 0 0 0 0 1 2 3 4 5 6 7 combat, no range penalties apply to a weapon thrown at a target in
6 0 0 0 0 1 2 3 4 5 6 7 an adjacent square or in melee contact with the thrower’s unit.
7 0 0 0 1 2 3 4 5 6 7 8 If a thrown weapon has a maximum range of 100 feet or more
8 0 0 0 1 2 3 4 5 7 7 8 (that is, if all the weapon’s range increments add up to at least 100
9 0 0 1 2 3 4 5 6 7 8 9 feet), it can be used to make a ranged attack against targets within
that range. For such attacks, range penalties apply normally.
Choosing an Enemy to Attack: A unit acting without orders
Melee Attacks: A unit can strike any enemy adjacent to it (that is that begins its turn in melee contact with a single enemy unit or
within 50 feet) with a melee attack, regardless of its reach, as long individual must attack that target. The unit can make either a melee
as it has line of effect to that enemy. Making a melee attack puts the or a ranged attack against that enemy, or it can cast a spell if it has
unit into melee contact with the enemy. that ability.
Ranged Attacks: A unit armed with ranged weapons can shoot or If a unit acting without orders begins its turn in melee contact
throw them at any target that is within the weapons’ maximum range with multiple enemy combatants, it can attack any one of them
and in the unit’s line of sight (see sidebar on page 22). When shoot- with a melee attack, ranged attack, or spell (if able), but it must
ing or throwing ranged weapons without orders, the unit simply aims attack one of them. Likewise, when a unit begins its turn adjacent
for the nearest enemy. Unlike individual combat, using a ranged to one or more enemy units or individuals, it must attack one of
weapon in unit combat does not provoke attacks of opportunity from those enemies if it can do so.
foes adjacent to the unit, even if they are in melee contact with it. If a unit acting without orders can make a ranged attack and it
To determine how far any ranged attack (or spell) can carry does not begin its turn in melee contact with or adjacent to any
across the battlefield, simply count the squares between the attack- enemy, it attacks (or casts a spell at) the closest enemy combatant,
er and the target. Count the target’s square, but not the attacker’s. provided that the latter is within range. For the purpose of ranged
Restrictions: A unit cannot charge if it begins its turn in melee Spells With Casting Times Longer Than a Single Action: A unit
contact with an enemy, or if its path of movement would take it can cast a spell with a casting time of up to one minute as a double
through another unit or through any terrain feature that would action. The spell takes effect just before the unit acts on its next turn.
slow its movement. A unit must use multiple double actions, or a combination of
Enemy Morale: A unit subjected to a charge attack might have double and standard actions, to cast a spell with a casting time of
to make a morale check (see page 54). more than one minute. For example, if a unit casts a spell that nor-
Extra Damage Associated With a Charge: A mounted unit mally has a casting time of 7 rounds (1 minute, 6 seconds), it
armed with lances deals extra damage when it charges. Double the begins the spell with a double action and finishes it during the next
unit’s weapon damage modifier. battle round with a standard action. When a unit uses a standard
If an enemy unit subjected to a charge attack has weapons that it action to finish a spell, it takes effect as soon as the casting is com-
can set versus a charge and has orders to guard the surrounding plete. When a unit uses a double action to finish a spell, it takes
area, it deals double damage to the charging unit. effect just before the unit acts during its next turn.
Attacks of Opportunity: A charging unit that makes melee con- In any case, a unit can adjust its position (see page 33) once dur-
tact with an enemy that has greater reach provokes an attack of ing any round in which it uses a double action for casting a spell.
opportunity from that enemy. Concentration: A spellcasting unit must concentrate to cast a
Second Attack: After making a standard charge (with the associ- spell, just as an individual must. The same kinds of situations that
ated melee attack), a unit can immediately make a standard unit distract individual spellcasters can also distract spellcasting units,
attack (see page 25) against the enemy it has just charged. (In except that units don’t have to worry about attacks of opportunity
effect, charging gives a unit one free melee attack.) The +2 bonus when casting spells (see below). A unit that fails a Concentration
for charging doesn’t apply to this second attack. check while casting loses the spell, just as an individual does.
Thrown Weapons in a Charge: A charging unit armed with When a unit attempts a spell with a casting time that extends
throwing weapons can hurl those weapons just before it makes over more than 1 battle round, any damage the unit takes during
melee contact instead of making a free melee attack. the casting can disrupt the spell. Allocate the damage to the spell-
casting unit normally. After the attack roll, the spellcasting unit
Double Move Charge must make a Concentration check (DC 15 + the spell’s level + the
As a double action, a unit that can end a double move in melee number of hits the unit took in the attack) using the average
contact with an enemy may move up to twice its speed and make Concentration modifier for the spellcasters in the unit. If the check
a single melee attack against that enemy. If a double move would succeeds, all the spellcasters in the unit cast their spells successful-
not place the charging unit in melee contact with the enemy, the ly. If it fails, all the spellcasters in the unit lose their spells—that is,
unit makes a double move toward the enemy instead. the spells count against the casters’ spells per day as though cast
A double move charge follows all the rules for a standard successfully, but they have no effect.
charge, except that the unit does not get to make a standard unit Concentrating to Maintain a Spell: Some spells require contin-
attack after its charge attack. If the charging unit elects to throw ued concentration to maintain their effects. Concentrating to main-
weapons before closing to melee range, the throw is the only tain a spell counts as a standard action for a unit.
attack the unit makes. Any situation that could break a unit’s concentration when casting
a spell can also keep the unit from concentrating to maintain a spell.
Unit Magic Actions Attacks of Opportunity: Unlike an individual spellcaster, a unit
Units can cast spells and use magic items just as individuals can. casting a spell does not provoke attacks of opportunity from foes
adjacent to it, even if those foes are in melee contact with it.
Unit Spellcasting Aiming a Spell in Unit Combat: A unit can always receive a
When a homogeneous unit casts a spell, each creature in the unit spell that it casts on itself. A spellcasting unit can also try to cast a
casts the same spell more or less simultaneously. In a mixed unit spell on an enemy unit, or on an allied unit if the spell is beneficial.
containing some spellcasters and some nonspellcasters (or spell- A unit without orders casting a spell at an enemy must aim it at
casters whose available spells differ), the player controlling the unit the closest one available. For the purpose of spellcasting, determine
decides which spell it will cast, and every spellcaster in the unit who the nearest enemy unit in the same fashion as you would the near-
can cast that spell does so. est enemy for ranged attacks (see page 26).
Casting a One-Action Spell:A unit can use a standard action to cast A unit without orders casting a spell at an allied unit must aim it
a standard-action spell, but it can cast only one such spell each battle at the closest one. For the purpose of spellcasting, determine the
round. The unit can move and then cast the spell, or cast the spell nearest allied unit in the same fashion as you would the nearest
and then move. The spell takes effect as soon as casting is complete. enemy for ranged attacks (see page 26).
Spells castable as free actions don’t count toward a unit’s limit of A unit typically aims its spells at the center of an empty square
a single standard-action spell each round. See Chapter Four for on the battlefield, at the center of a square containing an enemy
more information on spells. or allied unit, or at the creatures in an enemy or allied unit, as
Chapter Three: Unit Combat
29
appropriate for the spell. The nature of the spell itself determines Dismiss a Spell
how the spellcasting unit must aim it (see Chapter Four for details). A unit can use a standard action to dismiss a spell, provided that
Touch Spells in Unit Combat: After casting a spell with Touch the spell is dismissible.
range, a unit can deliver the spell by touching an ally (or touching
itself), or it can try to touch an enemy during the same battle round Use Special Ability
that the spell would normally take effect. When the creatures in a unit have special abilities, the unit uses
To touch an ally, a unit must be adjacent to it. To touch an them in the same manner as it would use spells or magic items. In a
enemy, a unit must be in melee contact with it. If the unit deliver- homogeneous unit, every creature in the unit uses the same special
ing the touch spell begins its turn in melee contact with the enemy ability more or less simultaneously. In a mixed unit containing
that is to receive the spell, the acting unit does not provoke an some creatures that have special abilities and some that do not (or
attack of opportunity from the enemy. If the unit delivering the creatures with different special abilities), the player controlling the
touch spell does not begin its turn in melee contact with that unit decides which ability the unit will use, and every creature in
enemy, it must move into melee contact with it before delivering the unit that can use that ability does so.
the touch spell. Delivering a touch spell against an enemy with a The kind of action a unit needs to use a special ability varies
greater reach provokes an attack of opportunity. Damage resulting according to the ability. A unit uses a standard action for any ability
from such an attack cannot cause the spellcasting unit to lose the that normally requires a standard action, a double action for any
touch spell because it already has been cast, but if the acting unit ability that normally requires a full-round action, and no action for
suffers casualties from the attack of opportunity, it loses the spells an ability that normally requires no action.
that the casualties were holding (if any) along with the creatures Spell-Like Abilities: Using a spell-like ability works like casting
themselves. a single-action spell unless its description specifies a longer time
A unit needs no attack roll to deliver a touch spell to itself or to for activation. As with a spell, a distraction can disrupt the use of a
an ally. To deliver a touch spell to an enemy, the acting unit must spell-like ability.
make an attack roll against the enemy, using the latter’s touch Armor Supernatural Abilities: Using a supernatural ability requires a
Class. Each hit the acting unit scores delivers the touch spell to one standard action unless its description specifies a longer or shorter
creature in the enemy unit (or to an enemy individual), to a maxi- time for activation. Some supernatural abilities, such as a monk’s
mum of the number of touch spells the attacking unit actually holds. fast movement, don’t require actions at all. No situation can disrupt
A unit that casts a touch spell need not deliver it right away. It the use of a supernatural ability.
can hold a touch spell effect until it casts another spell, makes an Extraordinary Abilities: Unless otherwise stated, using an
attack, or takes some action that requires it to touch something else extraordinary ability does not require an action. If the ability’s
(such as picking up or manipulating objects on the battlefield). description states that it does require an action, then a unit
requires a standard action to use it. This process works like casting
Unit Magic Item Activation a single-action spell unless the ability’s description specifies a
Units equipped with magic items can use them in battle. When a longer or shorter time for activation. No situation can disrupt the
homogeneous unit uses a magic item, every creature in the unit use of an extraordinary ability.
uses the same item more or less simultaneously. In a mixed unit
containing some creatures equipped with magic items and some Other Unit Combat Actions
that have none (or that have different items), the player controlling Most other combat actions mentioned in the Player’s Handbook are
the unit decides which item the unit will use, and every creature in possible for units. Such actions work the same way for units as they
the unit that can use the item does so. do for individuals, except where noted in their descriptions. Many
Spell Completion Items: Activating a spell completion item, such actions, however, are available only to units acting under
such as a scroll, is the equivalent of casting the spell stored in it and orders (see Tables 3–9 and 3–10).
takes the same amount of time. Most actions that would provoke attacks of opportunity in indi-
Spell Trigger or Command Word Items: Activating a spell trig- vidual combat do not do so in unit combat. The descriptions of the
ger item or command word item, such as a wand or boots of speed, actions specify any exceptions to this rule.
usually requires a standard action. An item with a longer activation
time requires a double action or multiple double action, or a combi- Move Actions
nation of double actions and a standard action, as noted in the sec- Most move actions involve moving a unit from once place on the
tion on unit spellcasting. battlefield to another. Some, however, involve manipulating a unit’s
Use-Activated Items: Using a use-activated item typically equipment or making movements too small to change its situation.
requires no action for a unit. Move actions in the latter category allow a unit to adjust its posi-
Aiming Item Effects: The unit activating an item that pro- tion without actually moving anywhere. Such actions are conven-
duces an aimed effect must aim it in the manner required for the iences because a unit can perform them and still take a standard
spell it contains. action in the same battle round.
30 Cry Havoc
Move
The simplest move action for a unit is moving at its land speed. A
unit that uses this action can’t adjust position the same round.
A unit that moves without orders must move directly toward the
nearest enemy. See Moving Toward the Closest Enemy, below, for a
definition of the nearest enemy.
Breaking Melee Contact: When a unit is in melee contact with
an enemy (see page 20), it cannot move away unless ordered to do
so, or unless the result of a morale check forces it to do so. A unit
forced to move away from melee combat because of a failed morale
check does not provoke attacks of opportunity unless the enemy
has greater reach than it does.
Nonstandard Modes of Movement: Many nonstandard modes
of movement, including burrowing, climbing, jumping, flying, and
swimming, fall into a separate category. In most cases, a unit can-
not use one of these modes of movement without orders unless it
has a speed rating for that mode. For example, a unit of humans
may be able to swim, but it cannot do so without orders because it
has no swim speed. Of course, many units cannot use a particular
mode of movement at all. For example, a unit that lacks a fly speed
cannot fly, even if ordered to do so. Diagram 4: The Closest Enemy
The DM might make certain exceptions to this rule. For example, The unit of dwarves (D1) finds itself near several enemies. When acting without orders, it
units storming a castle probably don’t need orders to climb the must attack the closest enemy combatant.
walls or jump the moat. Likewise, animals trained for war might As the crossbow bolt flies, the closest enemy is a unit of gnolls (G), 250 feet away; two
jump fairly narrow gaps without orders. units of ogres (O1 and O2) are both 350 feet away. If unit D1 makes a ranged attack, it
must attack unit G.
Moving Toward the Closest Enemy Unit D1 can instead move to make a melee attack. Although unit G is only 250 feet away
A unit that moves or charges without orders moves its speed as the crossbow bolt flies, it will take D1 500 feet of movement to reach the closest square
toward the nearest enemy unit or individual. from which it can make a melee attack against unit G, thanks to the broken ground (shaded
To determine the closest enemy combatant for the purpose of area) between it and unit G.
movement, find the shortest path between the unit that is about to Units O1 and O2 are both 300 feet distant, but unit O2 is on an island in a lake. Unit D1
move and any enemy combatants within its line of sight. On an cannot move adjacent to unit O2 without receiving an order, so it must attack unit O1 (if it
open battlefield free of obstacles, the shortest path is the shortest attacks at all).
straight line between any part of the acting unit and any part of an
enemy unit. In the case of enemy individuals, trace the path from speed to make melee contact with the enemy after a single move, it
any part of the acting unit to any corner of the square containing must move a second time. This second move is toward the same
the individual. enemy unless a different enemy unit is now in line of sight and
On a battlefield strewn with obstacles, the shortest path is the closer than the original target. In this case, the unit moves toward
one that requires expending the least movement, or that requires the the closer enemy instead.
least time in the case of obstacles that the unit cannot negotiate in a Units With Ranged Attacks: When a unit is capable of making a
single round. In some cases, the shortest path to an enemy might ranged attack, it can attack the nearest enemy without receiving an
not be a straight line because the moving unit must maneuver order, or it can move toward that enemy and then throw or shoot a
around impassable terrain or skirt terrain that would slow it down. ranged weapon (see Choosing an Enemy to Attack, page 26).
Moving Directly Toward the Closest Enemy: A unit moving Enemies a Unit Cannot Reach: If there is no way for the mov-
without orders must move along the shortest path to the nearest ing unit to reach a particular enemy (for example, some kind of
square from which it can attack the closest enemy. Once it enters impassible terrain separates the unit from that combatant), that
that square, it stops moving and attacks. If it doesn’t have enough enemy does not count as the closest one for the purpose of
Chapter Three: Unit Combat
31
movement. It might, however, still count as the closest enemy for Reloading Crossbows: A unit equipped with heavy crossbows or
the purpose of ranged attacks. repeating crossbows (light or heavy) can reload them as a move action.
No Enemy in Line of Sight: If a unit moving without orders has Reloading light or hand crossbows counts as a free action, though
no enemies within line of sight, it can still move toward enemy doing so limits the number of attacks a unit can make (see page 26).
units nearby.
If not distracted by other units in its line of sight, a unit notices Rally
any enemy units within 100 feet (usually because of noise, dust of A unit that has routed (see page 56) can rally itself by making a
battle, or some other indirect means) and can move toward the clos- successful morale check (see page 55). A successful rally counts as a
est of them. Units must ignore enemy individuals they cannot see. move action for the unit. If a rally attempt fails, the unit makes a
If a unit moving without orders has no line of sight to any enemy double move in the direction of the rout.
and there are no enemy units within 100 feet, the unit moves toward
its rendezvous point (see page 19) instead, provided that the average Redirect a Spell
Intelligence score of its members is 3 or higher. A unit with an aver- Some spells allow casters to redirect their effects against new tar-
age Intelligence score of 2 or lower must stand its ground instead. gets or areas. (A note about this quality appears in the information
A unit moving toward its rendezvous point without orders fol- about applicable spells in Chapter Four.) When the spell no longer
lows all the rules for moving toward the nearest enemy without affects the original target for any reason, the unit that cast the spell
orders. Once it reaches the rendezvous point, it must stand its can redirect it without an order, but only at the same target or at
ground until it receives an order to do something else or until an the closest enemy (or the closest ally, if the spell is beneficial).
enemy comes within its line of sight. In the latter case, it may either Redirecting a spell requires a move action from the casting unit, but
stand its ground or move toward or attack that enemy. it does not require concentration (see Unit Spellcasting, page 28).
Standard Modes of Movement: When tracing the shortest path
to an enemy unit, a moving unit ignores paths that require modes Stand Up
of movement it cannot use at all or cannot use without orders. For A unit that has dropped prone can stand up as a move action. A
example, a unit without a climb or swim speed ignores paths that unit that has knelt or sat down can stand up as a free action.
would require it to cross a lake or climb a cliff.
Multiple Modes of Movement: If a unit has more than one Miscellaneous Unit Actions
movement rating, it traces the path to the nearest enemy unit using This category includes actions that don’t fit neatly into the other
the mode of movement that will bring it into melee contact with categories.
the enemy the quickest. This mode is usually (but not always) the
one with the highest speed rating. Start/Complete Double Action
To determine which of two speeds would bring the unit closer to This action lets a unit start some action that normally requires a
the enemy, divide the faster speed by the slower one, and use the double action as a standard action in one round and complete it in
result to determine the relative progress. For example, a unit with a the following battle round with another standard action of the
land speed of 300 feet and a climb speed of 150 feet moves only half same kind. For example, if a spell normally requires a double action
as fast when climbing as it does using normal movement. Thus, each to cast, a unit could move its speed and then begin casting as a
foot the unit must climb is equal to 2 feet of normal movement for standard action. The next round, the unit could use another stan-
the purpose of determining the shortest path to an enemy. dard action to finish the spell and then move its speed.
Unseen Dangers: A unit moving without orders cannot avoid
hazards it cannot perceive, such as spike growth spells or hidden pits. Use Feat
Unseen Barriers or Obstacles: A unit moving without orders Some feats, such as Ride-By Attack, let units use special actions in
must move as though any barrier or obstacle it cannot see is not combat. Such maneuvers usually count as standard actions (but not
there. Upon encountering an obstacle, the unit moves through it if always), and some require orders. Check the notes in Chapter Five
possible. If the barrier proves impassable, the unit maneuvers to be sure.
around it toward its original destination by the shortest path it can Using a feat that provides a benefit to some normal function
perceive. If no shorter path is obvious to the unit, randomly deter- (such as Weapon Focus) is not an action. The use of such a feat
mine which direction it moves around the barrier or obstacle. does not require an order unless the action it modifies requires one.
Siege Engines
These large weapons may prove useful or interesting in unit battles from time to time. The crew for any siege engine can occupy the same space
on the battlefield as the weapon itself.
Heavy Catapult: This big, immobile engine requires a crew of five Medium creatures. The catapult can fire only into a cone that the controlling
player chooses during the weapon’s setup. The cone begins at one corner of the catapult’s space and extends to its maximum range (see Chapter
Four for a discussion of cones).
Preparation: Loading a heavy catapult and preparing it to fire requires a double action for the entire crew. Initially pointing or re-pointing the
device (that is, choosing the cone where it will fire) takes 10 minutes in addition to the loading and preparation time. Three to four crew members
can operate the device in 30 minutes. Fewer than three crew members cannot operate a heavy catapult at all.
Firing: The controlling player picks out an intersection on the grid to target with the heavy catapult. To actually fire the weapon, one member of
the crew must attempt a Profession (siege engineer) check (DC 20).
If the check succeeds, the missile lands in one of the four squares adjacent to the intersection (roll 1d4 to determine which). A unit in that square
takes the damage noted on the table below. An individual in that square also takes damage as noted but may attempt a Reflex save (DC 15) of half.
If the Profession (siege engineer) check fails, the missile lands near a grid intersection other than the one targeted. Use the procedure for deter-
mining where a miss with a splash weapon lands (see Chapter Eight in the Player’s Handbook) to determine the grid intersection near which the
impact occurs, then find the square where the missile actually lands by rolling 1d4, as noted above.
Light Catapult: This siege engine is a smaller, lighter version of the heavy catapult and operates in the same manner, except as noted here. Two
Medium crew members can load and prepare or point this device as a standard action and fire it twice as a double action. One person can crew a
light catapult, but he needs a double action to aim it and another double action to fire it once.
A full crew can push a light catapult at half the creatures’ normal speed. A single creature cannot push the catapult.
Ballista: The ballista is essentially a very large crossbow. A single Medium operator can load and fire it once per round.
Firing: To determine the results of firing a ballista, roll 1d20 and refer to Table 3–3, using the straight die roll result as the attack roll result.
No modifiers of any kind apply to this roll.
One creature can push the ballista at one-half its normal speed.
Ram: A crew of 10 Medium creatures can use this device to attack an object (see page 50) as a standard action, or to make two attacks against an
object as a double action.
Firing: To determine the results of attacking with a ram, roll 1d20 and refer to Table 3–3, using the straight die roll result as the attack roll result.
No modifiers of any kind apply to this roll.
A crew of five to nine creatures can attack once with the ram as a double action. A crew of four or fewer cannot use it at all.
Siege Tower: A siege tower is a large wooden structure (up to 30 feet high) fitted with one or more ladders and mounted on wheels or rollers. Its
crew wheels it up against a wall so that attackers can climb the ladder, thereby reaching the top of the wall while enjoying the benefit of cover.
A siege tower’s wooden walls are usually about a foot thick. Its interior has two levels, each of which can hold as many creatures as can fit in one
square (see page 48). The lower floor usually sports arrow slits for archers.
When the tower is empty, a crew of four Medium creatures can push it at one-half their speed.
Move Actions Order Required? 1. These actions require no orders if the unit’s target is the closest enemy combatant or the
Move Varies4 closest allied combatant (in the case of beneficial effects). Attacking a different target
Direct or redirect an active spell Varies1 requires an order.
Stand up from prone No 2. To use a counterspell, a unit must make a Spellcraft check to identify the spell the enemy
Load a heavy crossbow No is casting (a free action) and ready the counterspell.
Load a repeating crossbow No 3. Some spell-like or supernatural abilities may take longer to activate, and some may take
Withdraw from melee contact Yes less time, as noted in the individual ability descriptions.
4. Moving toward the closest enemy requires no orders.
No Action Order Required? 5. If the unit does not reload on the turn it fires, it must use a move action to reload later.
Fight defensively Yes 6. Some extraordinary abilities may take longer to activate.
Use extraordinary ability6 No
34 Cry Havoc
nearest enemy. Thus, a unit adjacent to or in melee contact with an Commanders and Orders
enemy unit cannot adjust position away without an order. Units function most effectively when commanders guide them. A
commander can help a unit attack more efficiently, choose appro-
Cease Concentration on Spell priate targets, perform special maneuvers on the battlefield, and
A unit can stop concentrating on an active spell (such as detect evil) carry out other actions not available to units acting on their own.
as a free action.
Kinds of Commanders
Cast a Quickened Spell Each division involved in a battle has a commander-in-chief who
A unit can cast a quickened spell (using the Quicken Spell feat) or directs the entire force and determines its place in the initiative
any spell castable as a free action (such as the feather fall spell) as a sequence (see page 20). Any group of allies fighting together in a
free action. The unit can cast only one such spell in any battle battle has at least one division. A division must contain at least 50
round, but that spell doesn’t count toward the unit’s normal limit creatures, but there is no upper limit to its size.
of one spell per round. Thus, a unit can cast a quickened spell and a In addition to its commander-in-chief, each division can have
regular spell in the same round. one subcommander for every 100 creatures in it, plus an unlimited
number of hero commanders (see page 35). Creatures must meet
Drop an Item certain qualifications to serve as commanders.
The creatures in a unit can drop items at their feet as a free action. Serving as a Commander-in-Chief or Subcommander: Any
These items land in the square (or squares) that the unit occupies character with an Intelligence score of 3 or higher can serve as a
at the time. commander-in-chief or subcommander in a division, provided that
he trains with the units under his command for a minimum of 60
Manipulate Item days sometime before the battle (or successfully gives the Become
A unit can draw or put away weapons, ready or loose shields, Commander-in-Chief order; see page 38). Once formed, a division
retrieve or put away stored items, pick up items (unless it must first can periodically absorb additional creatures at intervals of fewer
use the Search skill to find them), or open an unlocked door as a than 60 days (see Chapter Six).
free action. Most of these activities would require move actions in Commanders and subcommanders represent the permanent
individual combat, but they count as free actions for units because command structure in a division. These creatures serve as the divi-
of the longer battle round. sion’s officers, paymasters, trainers, and disciplinarians. Creatures
Unintelligent Creatures: An unintelligent creature is one with The Battle Leader† feat allows a commander to issue one extra
no Intelligence score or an Intelligence score of only 1 or 2. Such a order each round as a free action. He can also issue one extra order
creature can receive only a few kinds of orders given in the normal each round as a free action for every 10 ranks of Profession (mili-
manner, and then only if it has received special training for war (or tary commander)† he has. These two benefits stack.
has some other special affinity for warfare in the DM’s judgment). Timing of Orders: A commander can give an order whenever a
Unintelligent creatures can receive orders of any kind from com- unit under her command takes an action that the order can affect.
manders who have some way to communicate with them, such as a Resolve the attempt to give the order before the unit takes the action.
speak with animals spell. In this case, the effective range for issuing Only a hero commander can give orders when allied units act
orders equals the range of the mode of communication used, or the (and then only certain kinds of orders; see below). No commander
range of the command or commander, whichever is lowest. can give orders when the enemy acts.
Command Checks: Giving orders to a unit requires a successful Orders to Formations: Usually a commander gives an order to a
command check. A commander can choose to make a command single unit, but several units can receive the same order simultane-
check in any one of the following ways. ously if they are in a formation.
• Roll 1d20 and add the commander’s base attack bonus plus A formation is any contiguous grouping of allied units that can
her Charisma modifier. receive orders from the commander attempting to issue them. A
• Make a Profession (military commander)† skill check. formation can be in almost any configuration, so long as each of its
• Make a Diplomacy or Intimidate skill check at a –5 penalty. units is adjacent to at least one other unit.
When measuring the distance between a commander and a for-
The DC for a command check depends on the order and the unit mation, trace a straight line from the commander to any unit in the
receiving it, as described in the sections that follow. In addition, grouping. Units beyond a commander’s own command range can-
certain conditional modifiers apply to command checks, as noted in not receive a formation order and therefore are not part of the for-
Table 3–12. A commander can neither take 10 nor take 20 on a com- mation. (Thus, a hero commander can only issue formation orders
mand check. if he is also a subcommander or commander-in-chief, unless noted
Two or more commanders can cooperate to give an order, pro- otherwise in the order description.) Any unit that cannot receive
vided that they are all within command range of each other and of orders from that commander for any other reason is also not part
the unit receiving the order. One commander gives the order and of the formation.
the others assist by making their own command checks against DC When a formation receives an order, all the units in it activate
10. Each successful check by an assistant grants the commander together and must perform the same action or actions (see Acting
actually giving the order a +2 bonus on her command check. With Orders, next page).
Initiative: A division’s commander-in-chief makes a special com- Number of Orders Received: A unit can receive any number of
mand check at the beginning of the first battle round as an initia- orders in a battle round from any number of commanders.
tive check (see Initiative, page 20). This command check does not However, each additional order beyond the first is more difficult to
allow the commander to give any orders in conjunction with it; give effectively, and orders received from multiple commanders
she must make a separate command check each time she issues prove less effective (see below).
orders to a unit. Conflicting Orders: A unit can receive orders from its com-
Failed Orders: When a commander fails a command check to mander-in-chief, from its subcommander (if it has one), and from
give a unit an order, the player controlling that unit or commander any number of hero commanders assigned to it. From time to time,
has the following options. these commanders might disagree about what the unit should do
• Leave the unit to act without orders. next, so they may issue different orders. If the unit can obey only
• Try to give the same order (or another order) to the unit one of the orders, the competing commanders must roll to deter-
again from the same commander. This option counts as mine which order the unit obeys, using the following procedure.
another order for both the commander and the unit. The • Each commander makes the requisite command check for
new order is slightly more difficult to give (see Table 3–12: issuing the order, but the DC for each check increases by +5
Conditional Command Check and DC Modifiers). per commander issuing orders to that unit that battle round.
• Try to give the same order (or another order) to the unit from • The unit receives the order from the commander with the
a different commander. This option counts as an order issued highest check result. All the competing orders automatically
by the other commander and as another order received by the fail. Such failed orders count toward the number of orders
unit (see Number of Orders Given, below, and Table 3–12: the commanders who issued them can give, but not against
Conditional Command Check and DC Modifiers). the number of orders the unit has received.
• If the highest check result is not sufficient to actually suc-
Number of Orders Given: A commander can issue one order ceed at the command check, this order fails as well. It
each battle round as a free action. Each additional order he issues counts as an order issued by the commander and received
during the same round counts as a move action. by the unit.
Chapter Three: Unit Combat
37
• Each commander involved in the conflict can attempt to Advance to Rendezvous Point
issue her order again, according to the rules for dealing A unit receiving this order makes a single or double move (com-
with failed orders (see page 36). This result may precipitate mander’s option) toward its rendezvous point. This movement
further conflicting orders, which the players involved must must proceed along the shortest available path, just as if the unit
resolve by the method described above. were moving directly toward the nearest enemy.
Range: Sight; Base DC: 10
Acting With Orders
Except where noted in the sections that follow, a unit acting with Aid Ally
orders functions exactly like a unit performing the same action The unit receiving this order can use the aid another action to
without orders. assist an allied combatant as a standard action. This action works
Formations Acting Under Orders: An order issued to a forma- as described in the Player’s Handbook, except as noted below.
tion sometimes requires special handling because each unit must In a battle, the unit
take the same action or actions. Simply treat the units in the forma- receiving the aid must
Optional Rule: Autonomous Units
If your players aren’t quite up to the challenge
tion as though each had received the order separately. The units already be in melee con- of managing a force on the battlefield, you can
move and act one at a time, just as if they had received orders nor- tact with an enemy com- give units a bit of autonomy by allowing them
the limited ability to issue orders to themselves.
mally. In some cases, carrying out the orders may cause the forma- batant, and the aiding
A unit must have an average Intelligence score
tion to break apart. Issuing the March or Attack Any Enemy order unit must either be in of 10 or higher to issue itself orders. It can issue
to a formation can keep it together, since units operating under melee contact with the one order to itself each battle round by making
an Intelligence check instead of the usual com-
those orders can maneuver so as to remain adjacent to each other same enemy or move mand check. No modifier applies to this check
after moving or attacking. into melee contact with for distance from the commander or for the type
of creatures in the unit, but a mixed unit
it during the round. The takes a –5 penalty on the check.
Kinds of Orders aiding unit must make
An autonomous unit can also receive orders
The following sections describe the various orders available to com- an attack roll against from any commanders assigned to it, but any
order it gives to itself counts as an additional
manders. Table 3–11 summarizes the options. Armor Class 10 on Table
order received during the round and an addi-
Effects and Duration of Orders: Some orders enable a unit to 3–3 or Table 3–4, as tional commander giving the unit orders.
take certain actions that they would otherwise not be able to per- appropriate for the A unit issuing orders to itself cannot influence
form. Such an order lasts until the unit finishes the action. Some nature of the enemy. If its own morale checks or attack rolls.
actions may last for part of the unit’s turn, others until the end of the attack scores at least
its turn, and still others until the beginning of its next turn or even five hits against a unit
longer. or one hit against an
Certain orders affect a unit’s dice rolls. These orders last until individual, the allied
the unit’s next turn, but they affect only those rolls made after the unit gains either a +2
unit receives the order. bonus to Armor Class or a +2 bonus on attack rolls (player’s choice)
against the selected combatant for 1 battle round. Hits “scored” by
Order Descriptions the aiding unit have no direct effect against the enemy unit.
The description for an order begins with its name and continues To aid an allied combatant with a skill or ability check, the aid-
with an explanation of how the order works. The acting unit is the ing unit must attempt the requisite check while adjacent to that
one taking the actions described, and the target unit is the one (if ally. If the check result of the aiding unit is 10 or higher, the allied
any) against which the acting unit directs those actions. unit gains a +2 bonus on the same kind of check for 1 round.
The order’s range appears after the descriptive text. This value is Any number of units can aid one allied combatant, and the
the maximum distance from the unit the commander can be to bonuses from all successes stack.
issue the order. This range applies equally to all commanders, Range: Normal; Base DC: 5
unless a particular commander has a shorter command range. A
range entry of “normal” means that the kind of commander giving Approach Commander
the order (see Kinds of Commanders, page 34) determines its effec- A unit receiving this order makes a single or double move (com-
tive range. To issue an order with a range of 0 feet, the commander mander’s option) toward the commander who issued the order.
must be in the same space as the unit, regardless of her normal This movement must proceed along the shortest available path, just
command range. Any commander (regardless of command range) as if the unit were moving directly toward the nearest enemy.
can issue an order with a range of “sight,” provided that she and A unit of unintelligent creatures that have received training for
the unit receiving the order have line of sight to each other or share warfare (or are otherwise well suited for war, in the DM’s judgment)
the same space. can also receive this order, but such a unit always makes a double
The order description ends with the base command DC for the move toward the commander.
order. Range: Sight; Base DC: 5
38 Cry Havoc
Assume Unit Command A hero commander or subcommander can take control of any
number of allied divisions in this fashion. All the divisions so
(Hero Commanders Only) acquired, along with any subcommanders and hero commanders
By issuing this order, a hero commander joins an allied unit and associated with them, become part of the same division.
attempts to become its commander. If the order succeeds, the unit This command allows easy replacement of a commander-in-chief
accepts orders from the hero commander for the rest of the battle, who has died in battle. However, a commander can also use it to
even if he has not previously trained with it. He takes a –5 penalty usurp another character’s division or effect a switch in command.
on command checks made to issue orders to any unit with which If the division’s original commander-in-chief is unconscious, dead,
he has not trained. or merely out of range, the commander attempting to assume control
A hero commander can take command of any number of allied makes a command check normally. If the check succeeds, he becomes
units in this fashion, though he can issue orders only to the one in the new commander-in-chief for all units in the division that are
the same space with him. within command range and in line of sight. Units other than these
A hero commander can also use this order to take command of continue to take orders from their original commander-in-chief (if
an enemy unit. To do so, he must first make a Bluff or Intimidate that character can still give orders), but the new commander-in-
check. If successful, he can then attempt to give the order. chief can attempt to add them to his division with another use of
Range: 0 feet; Base DC: 20 this order if they later come within range or line of sight.
If a hero commander or subcommander uses this order to seize
Attack Any Enemy control of a division from an active commander-in-chief, the latter
The commander directs the unit to attack (or make a single move must also attempt this order. The two make opposed command
followed by a standard unit attack), charge, or cast a spell at an checks, as described in the Conflicting Orders section (see page
enemy other than the one closest to it. She can also order the unit 36). The commander with the highest command check result
to attack any point on the battlefield to which it has line of effect, assumes command of the division, provided that his check actually
whether or not it perceives an enemy there. (The commander succeeds. If the highest command check result is not sufficient for
might, for example, want a unit to attack a foe that she can see but success, no one has command of the division. A commander who
the unit cannot, or to attack a location where she believes an fails to take over a division or to prevent its takeover can try again,
enemy might lurk.) A miss chance applies if the unit does not have as described on page 36.
line of sight to its target (see Concealment, page 50). The DC for When determining the DC modifier based on the creatures in
the command check increases by 2 if the enemy is an individual, the units receiving this order (see Table 3–12), use the majority of
and by 4 if the unit must attack a point on the battlefield instead creatures in the division. If no majority exists, use the highest DC
of a target it can see. modifier that applies.
A unit receiving this order can attempt to climb or swim when A hero commander can attempt to take over an enemy division using
moving toward the enemy even if it doesn’t have a climb or swim this order (see Chapter Five). To do so, he must first make a Bluff or
speed, or jump if it doesn’t have a fly speed. If the order succeeds, Intimidate check. If successful, he can then attempt to give the order.
the unit still must make the appropriate Climb, Jump, or Swim Range: 300 feet; Base DC: 30
check to determine whether the movement occurs as planned.
Range: Normal; Base DC: 15 Bolster Attack
The commander coordinates the unit’s attacks so it can fight more
Attack Exposed Enemy effectively. The unit gains a +2 bonus on all attack rolls until the
When determining the closest target for an attack, charge, or spell, beginning of its next turn.
the unit ignores enemies for which any visible condition (such as Range: 50 feet; Base DC: 10
cover, melee contact with another unit, or concealment) would help
to thwart the attack. Bolster Morale
Range: Normal; Base DC: 5 The commander inspires the unit with martial spirit. The unit gains
a +2 bonus on all morale checks until the beginning of its next
Become Commander-in-Chief turn.
A commander chooses an allied division and attempts to become Range: 50 feet; Base DC: 10
its commander-in-chief.
If this order succeeds, all units in the division accept orders from Cast Counterspell
that commander for the rest of the battle as though he were their This variant of the Ready Action order lets a unit attempt to counter
commander-in-chief, even if he has not previously trained with a spell that an enemy is casting, unless the enemy is an individual
them. He takes a –5 penalty on command checks when giving who has joined a unit.
orders to any unit with which he has not trained. This order has a To counter an enemy spell, the spellcasters in the acting unit must
range of 300 feet, no matter who gives it. have the Spellcraft skill and must successfully use it to identify the
Chapter Three: Unit Combat
39
spell the enemy is casting. The unit makes the Spellcraft check in the spells. If it fails, they all lose their spells.
same way as described in Chapter Ten of the Player’s Handbook, Resolve the disruption attempt before the target’s spellcasting
except that it uses the average Spellcraft bonus for all the spellcast- action. If more than one unit attempts to disrupt a particular
ers in the unit. enemy’s spell, resolve each attempt separately. The target must make
If the Spellcraft check fails, the counterspell attempt fails, and one Concentration check for each attack that deals damage to it.
the unit uses up its readied action. If the Spellcraft check succeeds, This order otherwise works just like the Ready Action order.
the unit must have the correct counterspell available, be within Range: 50 feet; Base DC: 15
range of the enemy for the purpose of casting that spell, and cast it
successfully. This process works exactly like an individual casting a Drop Prone
counterspell. The unit drops prone in the space it currently occupies as a free
The acting unit cannot counter more enemy spells than it has action. It remains prone until it uses a move action to stand up
spellcasters with the correct counterspell available. Uncountered again (no order required).
spells from the enemy function normally. A commander can also use this order to make a unit kneel or sit.
Resolve the counterspell attempt before the spellcasting action Standing up from a kneeling or sitting position is a free action that
of the combatant casting the original spell. If more than one unit does not require an order.
attempts to counter a particular combatant’s spell, resolve each Range: Normal; Base DC: 10
attempt separately.
This order otherwise works just like the Ready Action order. Embolden Unit
Range: 50 feet; Base DC: 15 The commander giving this order mingles with the creatures in the
unit, improving and maintaining their morale.
Deliver Coup de Grace A commander who gives this order successfully can bolster the
A unit receiving this order can perform a coup de grace against an unit’s morale for 1 round. Anytime during that period that the
enemy combatant. affected unit makes a morale check, the commander also makes a
Against an individual, the coup de grace works as described in the command check. The unit uses the higher of the two results as its
Player’s Handbook, except that each creature in the acting unit auto- morale check result. If the unit acting on this order is also under
matically hits. (Thus, a unit of 10 ogres scores 10 hits.) Each hit deals the bolster morale order, the commander gains a +2 bonus on any
maximum damage and requires the target to make a successful command checks made to resolve the unit’s morale checks.
Fortitude saving throw (DC 10 + damage dealt) to avoid instant death. The commander must remain in the same space with the unit to
A unit can also perform a coup de grace against a whole enemy substitute her command checks for its morale checks. She can leave
unit that has become helpless. The number of hits against the tar- if she wishes, but she loses the benefit of the order if she does.
get unit equals (1 + the acting unit’s weapon damage modifier) × A commander who gives this order to a formation can make
the number of creatures in the acting unit. Divide these hits evenly morale checks for any unit therein, so long as both the receiving
among the helpless creatures. The unit then makes a single unit and the commander remain part of the formation.
Fortitude saving throw (DC 10 + 5 × damage factors dealt to the A unit normally gains a +1 bonus on morale checks if a hero or a
majority of creatures) to avoid instant death. commander of any kind is with it (see Morale, page 54). A unit
Range: Normal; Base DC: 10 under this order gains no such bonus from the commander who
issued it, but the bonus still applies if another such character is
Disrupt Spell with the unit.
This variant of the Ready Action order requires a standard action. It Range: 0 feet; Base DC: 10 (see text)
allows a unit to try to disrupt a single-action spell that an enemy
combatant casts. Fight Defensively
To disrupt a spell, the acting unit must be in melee contact with This order is the equivalent of the individual’s fight defensively
the enemy casting the spell, or be able to make a ranged attack option (see Chapter Eight of the Player’s Handbook). A unit under
against it, or be able to make melee contact with it in a single move this order takes a –4 penalty on all attack rolls for 1 battle round
using a charge. and gains a +2 dodge bonus to AC for the same period.
The acting unit makes a single melee or ranged attack against A unit can fight defensively while using the attack or double
the spellcasting combatant, allocating damage from it normally. attack action. It can also do so when using the standard charge
After this attack roll, the target must make a Concentration check. action, but it does not gain the attack penalty and Armor Class
The DC is 10 + the spell’s level + the damage taken if the target is bonus until after it makes its initial melee attack in the charge
an individual, or 15 + the spell’s level + the number of hits taken if (see Standard Charge, page 27).
the target is a unit. (An enemy unit uses the average Concentration A unit cannot fight defensively when using the double move
modifier for its spellcasters for making the check.) If the check suc- charge action.
ceeds, all the targeted enemy spellcasters successfully cast their Range: Normal; Base DC: 5
40 Cry Havoc
Guard
This variant of the Ready Action order allows a unit to exert some
control over the squares adjacent to it.
The unit uses a standard action to go on guard. Thereafter, it can
attempt an opposed Dexterity check against any enemy combatant
that leaves a square adjacent to it. Any unit with greater reach than
its enemy gains a +5 bonus on this check. If the guarding unit
wins, it makes a single free melee attack against the enemy, which
the DM must resolve before the target unit moves. If the guarding
unit loses, the enemy manages to stay out of its reach.
A guarding unit automatically makes a single melee attack
against any enemy that makes melee contact with it. If such an Diagram 6: Guarding
enemy made melee contact via a charge action, the guarding unit A unit of gnolls (G) and a unit of ogres (O) have both received the Guard order, and
deals double damage with this attack, provided that it has weapons each now guards the squares adjacent to it (shaded areas). If a unit of human cavalry
it can set versus a charge. (C) armed with lances charges unit O, it must take the path shown, and unit G may get
The guarding unit can make only a single attack per round, an attack of opportunity against unit C. Units C and G make three opposed Dexterity
unless the creatures in it have the Combat Reflexes feat (see checks (unit C gets a +5 bonus because it has greater reach). If unit G wins any of the
Chapter Five). Failed opposed Dexterity checks made to attack foes checks, it makes a melee attack against unit C.
moving near the unit don’t count as attacks for the purpose of this Assuming unit C survives the attack (if any) with its morale intact, it can complete its
limit. The guarding unit must attack any foe moving nearby unless charge. Because unit O also is guarding, it makes an attack on unit C before it can make
it receives the Withhold Attack of Opportunity order (see page 44). its charge attack. Despite unit O's 10-foot reach, it does not get an attack of opportunity
Guard otherwise works just like the Ready Action order. against unit C, because it, too, has 10-foot reach with its lances. If unit C had been
Range: Normal; Base DC: 10 armed with swords (or other nonreach weapons) instead, unit O would have made one
attack on unit C because it was guarding, followed by an attack of opportunity against
Light Torch/Fire unit C because of unit O's superior reach; both attacks would have taken place before
A unit acting under this order can either light torches (if it has unit C's charge attack.
them) or start a fire on the battlefield.
Lighting a torch or fire is a free action for units equipped with
tindertwigs, or a standard action for units without them. Setting a
flammable object alight with torches that are already burning is a The unit can make a single move or a double move, at the com-
standard action for a unit. mander’s option. It can attempt to climb or swim if it doesn’t have a
Range: Normal; Base DC: 10 climb or swim speed, or make a jump if it doesn’t have a fly speed.
Even if the order succeeds, however, the unit still must make the
March appropriate Climb, Jump, or Swim check to move successfully using
This order allows a unit to move any way the controlling player those modes of movement. This order does not enable a unit to
desires within the limits of its movement capabilities, provided that cross terrain that is impassable to it.
it does not attack an enemy. Range: Normal; Base DC: 15
Chapter Three: Unit Combat
41
Melee Maneuver either prone in the space occupied by the unit it failed to overrun
The unit receiving this order can adjust position while in melee con- (if knocked prone by its foe) or standing in the space it left before
tact with one or more enemies and avoid some or all of the attacks of making the attempt (if not knocked prone by its foe), as noted in
opportunity that such movement might otherwise provoke. the Player’s Handbook. If, after a successful overrun, the acting
If the order succeeds, the unit must choose one enemy combat- unit cannot enter a square on the other side of the opposing unit
ant with which it is already in melee contact. It can then move up to (because creatures too big to overrun already occupy that space,
its speed into any space that can hold it, provided that it remains in or because the terrain there is impassable, or because it has run
melee contact with that combatant. The selected enemy cannot out of movement), it must return to the space it left when it
make an attack of opportunity against the acting unit. began the overrun.
If the movement would cause the acting unit to break melee con- If a unit tries to overrun an individual, the target cannot step
tact with one or more enemies other than the one selected, it must aside to avoid contact; it must attempt an opposed Strength check
make an opposed Dexterity check against each such enemy (one against the unit (which receives a +4 bonus on this check). If the
check result compared against that of each affected enemy in turn). individual wins, she can push the unit back or knock it prone if she
Any combatant with greater reach than its enemy gains a +5 bonus is at least three size categories larger than the creatures in the act-
on this check. If the acting unit wins, it breaks contact with that ing unit. Otherwise, the individual does not fall prone, but the unit
enemy and moves away without provoking an attack of opportuni- continues moving just as though the overrun had succeeded.
ty. If it fails, the movement provokes an attack of opportunity from Once the unit has completed its overrun attempts for the turn, it
that enemy. stops moving and its turn ends. It can keep moving, however, if it
Range: Normal; Base DC: 10 receives the March or Attack Any Enemy order.
Range: Normal; Base DC: 10
New Rendezvous
The unit loses its old rendezvous point (see page 19) and gains a Perform Miscellaneous Action
new one for the rest of the battle. The commander giving the order If ordered to do so, a unit can perform most miscellaneous actions
can specify any point on the battlefield as a new rendezvous point, mentioned in the Player’s Handbook but not specifically noted in
but the DC for the command check increases by 5 if the point des- this section. Some miscellaneous actions, detailed on Table 3–10:
ignated is not within the unit’s line of sight. Unit Miscellaneous Actions, require no orders.
Range: Normal; Base DC: 10 Range: Normal; Base DC: 10
Withhold Attack of Opportunity First aid from the Heal skill has no effect on a creature dying on
A unit acting under this order can opt not to make an attack of the battlefield. Any sort of magical healing that restores hit point
opportunity against an enemy. If it has also received the Guard damage, however, restores the dying creature to consciousness. The
order, this order allows it to ignore an enemy moving nearby. If healed creature has as many damage factors as the effect can give to
the acting unit has also received the Give Defensive Fire order, a wounded creature (see the effect’s description in Chapter Four).
this order allows it to ignore an enemy moving so as to trigger For example, a dying creature that receives a cure light wounds spell
that fire. from a 1st-level caster has 1 damage factor.
Range: 50 feet; Base DC: 10 Upon regaining consciousness, the creature can attempt to
rejoin its own unit—or any similar allied unit that has lost at least
Injury and Death one creature—simply by moving into any square that the unit
Hit points work essentially the same way in unit combat as they do occupies. The creature makes a double move toward the unit it
in individual combat. seeks to rejoin with its next action after regaining consciousness,
Each melee or ranged hit deals one damage factor (equal to taking the shortest available path. It cannot move through enemy
approximately 5 points of damage) to one creature in a unit. units or through any impassable terrain in this process. If the
Subsequent damage factors apply to wounded creatures first until creature cannot rejoin a unit in one double move, simply remove it
they run out of hit points. If an attack deals more damage factors from the battlefield.
than one creature can take, the next creature in the unit takes the If not magically healed by the end of the next battle round after
excess. Use the unit record sheet you have prepared for each unit becoming unconscious, a creature eliminated from a unit cannot
to track the damage to creatures. recover sufficiently to rejoin a unit during the battle, though it is
As noted earlier, spells that affect areas, as well as some kinds of not necessarily dead. Treat any such creatures as individuals for the
terrain, can damage several creatures in a unit simultaneously. In purpose of stabilization (see Death and Dying for Individuals, page
this case, do not allocate damage over and above what a single crea- 58) thereafter.
ture can take to other creatures. Healing cannot return unliving combatants, such as constructs
and undead, to the battle after elimination.
Death and Dying on the Battlefield
Elimination of a creature from a unit occurs when that creature Carrying Casualties
runs out of damage factors. Such a creature counts as dying (some- If ordered to do so, a unit can pick up its casualties as a miscella-
where between –1 and –9 hit points, inclusive) for 1 battle round, neous free action and carry them along while it maneuvers on the
regardless of its actual hit point total. While dying, it lies prone in battlefield. A unit can carry up to two casualties per creature
the space its unit occupied at the time it ran out of hit points. If the remaining in it.
unit takes up more than one square, randomly determine which A unit carrying its casualties suffers no impairments until the
square contains the dying creature. number of casualties equals or exceeds the number of creatures
Chapter Three: Unit Combat
45
available to carry them. At that point, the unit moves at half Temporary Hit Points
speed (unless it drops the excess casualties) and cannot
use shields. (Damage Factors)
In mixed units, each creature smaller than the majority of those When a creature in a unit would otherwise gain temporary hit
in the unit counts as one-half a creature per size category of differ- points (from an aid spell, for example), it instead gains extra dam-
ence. A creature larger than the majority of those in the unit counts age factors at the rate of 1 damage factor per 5 hp, rounded down.
as two creatures per size category of difference. Thus, a creature two Record these extra damage factors on the unit’s record sheet. Any
size categories smaller than the majority of its unit counts as a subsequent attacks that damage that creature remove these extra
quarter of a creature, and one two size categories larger counts as damage factors first.
four creatures. When the effect that granted the temporary hit points ends, the
creature loses its extra damage factors. If damage to the creature
Heroes and Commanders has already removed these, there is no further effect.
Heroes and commanders use slightly different rules for death and Just as in individual combat, magical healing cannot restore lost
dying (see Individuals on the Battlefield, page 56). temporary hit points.
Nonlethal Damage
Nonlethal damage affects units in much the same way as it affects individuals,
except that when a creature in a unit accumulates more nonlethal damage than it
has damage factors, it loses consciousness and falls prone in the square its unit
occupies at the time. If the unit takes up more than one square, randomly deter-
mine which square contains the unconscious creature. If the creature later receives
magical healing, it regains consciousness and can rejoin a unit, as noted in the
Death and Dying on the Battlefield section (page 44). Until that point, it is help-
less but not dying. Treat it as an individual for the purpose of recovery.
Tactical Movement
A unit’s speed is 10 times the normal speed rating of the slowest creature in it. A
unit can normally move one square for every 50 feet of speed it possesses, round-
ed down (minimum one square).
Hard Going
Obstructions, bad surface conditions, steep slopes, or poor visibility can slow
movement. Each square of terrain with one of these conditions counts as hard
going and costs double for the purpose of movement—that is, each such square
traversed counts as two squares moved. If a square contains two or more condi-
tions that constitute hard going, count each separately. For example, each square
of broken ground in a forest is double hard going (once for the bad surface condi-
tions and once for the obstruction of the forest itself). Traversing such a square
costs four squares of movement. The descriptions of terrain features (see page 60)
identify those that count as hard going.
Diagonal Movement
Every second square of diagonal movement on the grid counts as two squares
moved. In hard going, every second square moved diagonally counts as four
squares moved.
Chapter Three: Unit Combat
47
The same rule applies to measuring diagonal distances for other
reasons, such as range and spell areas.
Minimum Movement
Regardless of the movement cost for the terrain, a unit can always
adjust position (see page 33) into a square, provided that it can stop
in that square and that the square does not consist entirely of ter-
rain or a barrier that is impassable for that unit.
* This value is for a unit of 10 creatures. A unit of 20 creatures requires four times this space, and a unit of 50 creatures requires 25 times this space. For example, a unit of 20 Medium
creatures is 100 feet across, and a unit of 50 Medium creatures is 250 feet across.
** This value is for a unit of 10 creatures. A unit of 20 creatures fills four times this number of squares, and a unit of 50 creatures fills 25 times this number. For example, a unit of 20
Medium creatures occupies four squares, and a unit of 50 Medium creatures occupies 25 squares.
Soft Cover: Intervening creatures and terrain features designat- Darkness: Areas of shadow, moonlight/starlight, or even total
ed as soft cover grant the unit a +4 cover bonus to Armor Class but darkness can provide one-half, nine-tenths, or total concealment,
no bonus to Reflex saves. depending on how much light there is. Units with darkvision
Total Cover: Some terrain features provide total cover and block ignore concealment provided by darkness (except for some kinds of
line of effect. Total cover prevents all attacks against the unit. magical darkness; see Chapter Four), assuming that the target is
within the range of their darkvision. If the unit’s darkvision range is
Concealment not an even multiple of 50 feet, round it down to the next lower
Concealment is any effect that might make it difficult for an attack- multiple of 50 feet (minimum 50 feet). A unit with darkvision can
er to determine exactly where a defender is, or that interferes so always see enemies in melee contact with it except when magical
much with the attacker’s ability to aim that actually hitting the tar- darkness negates darkvision.
get is more a matter of luck than skill. Units with low-light vision can treat near-total darkness as
Degrees of Concealment: Unlike cover, concealment has varying shadows, and shadows as no darkness.
degrees depending on how completely obscured a foe’s position Fog: Treat any finely-divided material suspended in the air or
happens to be. Table 3–16 summarizes the degrees of concealment. falling through the air as fog. Mist, smoke, vapor, snow, or even rain
Also unlike cover, concealment takes into account the attacker’s (whether natural or magical) can obscure vision, providing one-
ability to perceive a foe. For example, units containing creatures with quarter, one-half, or total concealment, depending on its thickness.
darkvision ignore any concealment that darkness might provide. Neither darkvision nor low-light vision provides any benefit against
Concealment Miss Chance: Concealment imposes a miss concealment from such a source.
chance on any successful attack. For each hit an attacker scores Foliage: Thick foliage or undergrowth can provide one-quarter or
against a concealed enemy, the attacker must roll 1d20. If the result three-quarters concealment. Neither darkvision nor low-light vision
is in the miss chance range given on Table 3–16 for the defender’s provides any benefit against concealment from such a source.
concealment, the attack misses. Invisibility: Invisibility provides total concealment, though an
When multiple concealment conditions apply to a single defend- opponent may still make a Spot check to note the location of an
er (behind dense foliage, in total darkness, and subject to a blur invisible combatant.
spell, for example), use only the highest miss chance.
Attacks of Opportunity: An attacker can’t execute an attack of Unusual Attacks
opportunity against a foe with total concealment, even if he has pin- This section covers several types of combat that require additional
pointed the defender’s location (see Invisibility in Chapter Four). rules. See the Kinds of Orders section (page 37) for other unusual
When Concealment Applies: Concealment applies when a com- attack actions.
batant looks into, out of, or through the affected area. For example,
when there is dense fog in one square, any unit in it has total con- Attacking Objects
cealment (except to opponents in melee contact with it), as does Combatants can attack objects in the same fashion as individuals
any unit outside the square to which the fog blocks line of sight. do, with the following exceptions.
The fog also blocks any line of sight that passes through the square.
Orders to Attack Objects
TABLE 3–16: CONCEALMENT A unit can attack an object only if it receives the Attack Any Enemy
Concealment Example Miss Chance1 order. A commander might issue this order to make a unit tear
One-quarter Light fog; light foliage2 1–2 down a barrier, kick in a door, or destroy some other object that she
One-half Blur spell, shadows, 1–4 deems worth the effort.
dense fog3, dense foliage4
Three-quarters Dense foliage4 1–6 Sundering a Foe’s Equipment
Nine-tenths Near-total darkness 1–8 Sundering requires a melee attack and provokes an attack of oppor-
Total Invisible, attacker blind, 1–105 tunity from the defender.
total darkness, dense fog3 Individual Versus Individual: When a sunder attempt involves
two individuals, resolve the action exactly as described in the
1. Roll 1d20 to confirm each hit. Any result within the range noted means the attack misses. Player’s Handbook.
2. Light fog or light foliage provides no concealment to combatants in melee contact. Individual Versus Unit: When an individual makes a sunder
3. Dense fog provides three-quarters concealment to combatants in melee contact with each attempt against a unit, resolve the attempt as you would between
other and total concealment to those not in melee contact. two individuals, except that the whole unit makes an attack of
4. Dense foliage provides one-half concealment to combatants in melee contact with each opportunity against the individual. If the latter survives (see Units
other and three-quarters concealment to those not in melee contact. Attacking Independent Individuals, page 23), each of the two com-
5. Combatants with total concealment are effectively invisible. Enemies attacking them must batants makes a normal attack roll. Refer to Table 3–4, using the
correctly guess what squares they’re in to have any chance of successfully attacking them. unit’s attack roll result as its Armor Class, to find the number of
Chapter Three: Unit Combat
51
hits scored. The individual can strike one object for each hit and er provokes an attack of opportunity from the whole unit (see Units
deals normal damage to each object struck. She can strike one Attacking Independent Individuals, page 23) in so doing. If the indi-
object multiple times, or a different object with each hit, or choose vidual survives, the two combatants make opposed Strength checks
some other distribution of hits, as she prefers. as normal, except that the unit gets a +8 bonus (in addition to the
Unit Versus Individual: When a unit makes a sunder attempt usual +2 bonus that a unit gets when making an ability check), and
against an individual, the defender makes one attack of opportunity an additional +4 bonus if the majority of the creatures in it have
against the unit, using Table 3–4. Thereafter, each of the two com- four or more legs or are exceptionally stable. Also apply the normal
batants makes a normal attack roll. Refer to Table 3–3 or 3–4 as bonus for the size of the creatures in the unit to this check.
appropriate for the defender, using her attack roll result as her Unit Versus Individual: A unit can attempt to bull rush any
Armor Class, to find the number of hits. The unit hits the target individual, regardless of relative size. Follow the procedure
object once for each hit it scores, rolling damage for each hit as described above, except that the unit gains a +16 bonus on the
though against an individual creature. opposed Strength check.
Unit Versus Unit: When one unit makes a sunder attempt Unit Versus Unit: Resolve a bull rush between two units as
against another, each makes a normal attack roll, and each uses the though they were individuals, using Table 3–3 for both attack rolls.
opponent’s result as the defender’s Armor Class on Table 3–3. Each
unit strikes one object for each hit scored, rolling damage as though Battlefield Uses For Bull Rush
against an individual creature for each hit. A successful bull rush pushes a foe out of melee contact with anoth-
er combatant, provided that the latter does not choose to move
Units Attacking Unattended Objects with the foe. A successful bull rush also forces a foe balancing on
Resolve attacks by units against unattended objects less than 20 the edge of a precipice or at the edge of a water feature (see
feet long using the same procedure as for unit attacks against indi- Nonstandard Movement, page 30) to make a new Climb or Swim
viduals (see page 23). Use Table 3–4 to determine the number of check to avoid falling or going underwater.
hits the unit scores on the object, subtracting one hit for every A combatant that makes a successful bull rush and decides to
2 points of its hardness (rounded down). move with the foe can push the opponent back a square if it wins
If the target object is 20 feet long or more, the unit attacks using the opposed check by at least 50 points.
Table 3–3, just as if the defender were another unit. Divide any hits
the unit scores evenly among all the 10-foot sections of the object Cavalry Units and Mounted Combat
that are in melee contact with the unit. Apply the hit reduction Any unit of creatures that rides into battle on mounts is a cavalry
described above for the object’s hardness after dividing up the hits. unit. Such a unit functions like a mixed unit expect as noted below.
The unit may also try to attack only one 10-foot section of such Number of Creatures: A cavalry unit consists of a number of
an object. In this case, the unit uses Table 3–4 to determine the riders and an equal number of mounts. For example, a unit of 10
number of hits it scores against the object, unless the unit’s space is goblin worg riders consists of 10 worgs and 10 goblins riding them.
10 feet or less (Diminutive or Tiny creatures). The mounts may be either combatants or noncombatants (see
Mounts for Cavalry Units, page 52).
Bull Rush Attacks: Riders and mounts in a cavalry unit keep their attack
Thanks to the ground scale used for unit battle, the bull rush action bonuses separate. When a cavalry unit attacks, the riders and mounts
as described in the Player’s Handbook isn’t very useful in unit combat. attack separately. If the mounts are noncombatants, only the riders
A unit can’t usually move its foe far enough to force it out of a square. can attack. Use the average attack bonus for the riders and the aver-
age attack bonus for the mounts, as appropriate, for their attacks.
Orders for Bull Rush Armor Class: Use the average Armor Class of the riders and
A unit can use a bull rush only when it receives the Attack Any mounts. If the mounts are noncombatants, use only the riders’
Enemy order. average Armor Class.
Hit Points: Riders and mounts in a cavalry unit keep their hit points
Bull Rushes on the Battlefield separate. Arrange the damage factors on a cavalry unit sheet in pairs,
To make a bull rush, a combatant must be in melee contact with its one for the mount and one for the rider. In each pair, put the creature
foe or able to move into melee contact with its foe. As in individual with the most damage factors first. If the mounts are noncombatants,
combat, a bull rush is a standard action that provokes an attack of the riders must take all damage from melee or ranged attacks.
opportunity from the defender. A combatant can also bull rush as Height: Use the mounts’ height. If mounts are Large or larger,
part of a charge. use the “tall” height for the mount’s size category.
Individual Versus Individual: Resolve a bull rush between two Speed: Use the mounts’ average speed.
individuals exactly as described in the Player’s Handbook. Space and Reach: Use the mounts’ average space. Use either the
Individual Versus Unit: Only an individual at least two size cate- riders’ or the mounts’ average reach, whichever is longer, if both
gories larger than the creatures in a unit can bull rush it. The attack- can attack. If the mounts are noncombatants, use the riders’ reach.
52 Cry Havoc
Special Attacks: A cavalry unit has whatever special attacks the Riders for Cavalry Units
riders and mounts in it have. The riders and mounts use their spe- To serve as a rider in a cavalry unit, a creature must have at least a
cial attacks separately. +3 modifier on Ride checks. This modifier can stem from 3 ranks of
Special Qualities: A cavalry unit has whatever special qualities Ride, a +3 Dexterity bonus, or some combination of factors that
the riders and mounts in it have. The riders and mounts use their adds up to +3.
special qualities separately.
Saving Throws: Riders and mounts in a cavalry unit save sepa- Mounted Unit Combat
rately against effects that require saves, using the average saving Riders and their mounts occupy the same space on the battlefield.
throw bonuses for each. In some special cavalry units (such as a unit Use the mounts’ space for both. Any attack that can reach the
of paladins with their bonded mounts), the mount can use any of mounts can also reach their riders.
the rider’s base saving throw bonuses that are better than its own. A cavalry unit moves as a single entity using the mounts’ speed,
Abilities: Riders and mounts in a cavalry unit keep their ability and any move action the riders or the mounts use counts as a move
scores separate. When the unit makes an ability check, it uses either action for the whole unit (except for ranged attacks the riders might
the riders’ or the mounts’ average ability score, whichever is better make or spells they might cast; see below).
for the unit. Controlling Combatant Mounts: The riders in a cavalry unit
Skill: Riders and mounts in a cavalry unit keep their skill modi- need not make Ride checks to control their mounts or fight from
fiers separate. When the unit makes a skill check, it uses either the their backs.
riders’ or the mounts’ average skill modifier, whichever is better for Controlling Noncombatant Mounts: When a cavalry unit
the unit. equipped with noncombatant mounts begins its turn in melee con-
Feats: A cavalry unit has whatever feats the riders and mounts in tact with an enemy unit, or with an enemy individual at least two
it have. The riders and mounts use their feats separately. size categories larger than the mounts, the unit must make a suc-
cessful Ride check (DC 20) to control the mounts. Make one check
Mounts for Cavalry Units for the unit using the average Ride bonus for the riders. If the check
Creatures can serve as mounts for cavalry if they are at least one succeeds, the unit uses a move action to control the mounts and
size category larger than their riders. All mounts require at least can take either another move action or a standard action this
some training to carry riders (see the Handle Animal skill descrip- round. If the check fails, the riders use a double action to control
tion in the Player’s Handbook). their mounts and can take no other action except to adjust position
Fighting Mounts: A mount with an Intelligence score of 3 or during the round.
better can fight along with its rider in a battle. A unit composed of As soon as a cavalry unit equipped with noncombatant mounts
riders with fighting mounts packs a double punch. A mount with comes into melee contact with an enemy unit, or with an enemy
an Intelligence score of 2 or lower generally does not fight along individual at least two size categories larger than the mounts, the
with its rider unless it is carnivorous (such as a riding dog) or has unit must make a successful Ride check (DC 20) to control the
received special training for war (such as a warhorse or warpony). mounts. Use the riders’ average Ride check, as noted above. If the
Treat fighting mounts as full members of the unit, allocating check succeeds, the unit can complete the turn normally. Otherwise,
them hits from melee or ranged attacks just as you would any other the unit’s turn ends and the riders can take no further actions (not
members of the unit. When a cavalry unit is subject to an area even making attacks of opportunity) until the unit’s next turn.
attack (such as an area spell), however, use the mounts’ size to Mounted Melee Combat: A cavalry unit in melee combat gains
determine how many unit members it affects (see Table 4–2). When a +1 bonus on melee attack rolls against opponents on foot, provid-
an area attack affects a mount, it affects its rider, too. ed those opponents are at least one size category smaller than the
Noncombatant Mounts: A mount with an Intelligence score of 1 unit’s mounts.
or 2 that is not carnivorous or has received no special training for A cavalry unit equipped with lances deals double damage if it
war merely carries its rider around the battlefield. The rider usually charges. Roll normally on Table 3–3 and double your weapon dam-
dismounts before entering combat. age modifier. A charging cavalry unit also gains benefits to its
For the purpose of melee and ranged attacks, treat noncombatant morale checks (see Table 3–17 on page 55).
mounts as equipment. Allocate hits from melee and ranged attacks Mounted Ranged Combat: A cavalry unit can make a normal
only against the riders; the mounts do not absorb this damage. If it ranged attack as a standard action when it moves, provided that the
ever becomes important to track casualties among a unit’s noncom- riders are on their mounts. If it makes a double move, it can still
batant mounts, assume that each mount takes about one-quarter as make a single ranged attack at a –4 penalty, and if it runs, it can
much melee or ranged damage as its rider does. For example, if a still make a single ranged attack at a –8 penalty. In either case, the
cavalry unit takes eight hits in melee, its noncombatant mounts take riders must be on their mounts and make the attack when the unit
two hits. Do not deduct this amount from the damage the riders has completed half its move.
take; consider it as extra, separate hits. Treat noncombatant mounts Casting Spells While Mounted: A cavalry unit can cast spells
as fighting mounts when area attacks strike the unit. normally if it makes a single move. It can also do so in conjunction
Chapter Three: Unit Combat
53
with a double move by making a Concentration check (DC 10 + Grapple
spell level), using the unit’s average Concentration modifier. If the Combatants seldom resort to wrestling on the battlefield, but they
unit fails the check, its spellcasters lose the spell. Riders can cast can try it if they want to.
spells while their mounts are running if the unit succeeds at a
Concentration check as noted above, except that the DC rises to Orders to Grapple
15 + spell level. A unit can attempt a grapple only when it receives the Attack Any
Eliminating Riders or Mounts: A cavalry unit loses riders and Enemy order.
mounts in the normal manner. Mounts that lose their riders keep
pace with the rest of the unit. Riders who lose their mounts simply Grappling on the Battlefield
hitch rides with their compatriots. To make a grapple attempt, a combatant must be in melee contact
with its foe or able to move into melee contact with its foe. As in
Disarm individual combat, a grapple is a melee attack that provokes an
It’s possible to use the disarm action in unit combat, but it’s seldom attack of opportunity from the defender.
worth the effort, since picking up a dropped item is a free action Individual Versus Individual: When a grapple attempt involves
that doesn’t provoke an attack of opportunity. two individuals, resolve the action exactly as described in the
Player’s Handbook.
Orders to Disarm Individual Versus Unit: When an individual makes a grapple
A unit can make a disarm attempt only if it receives the Attack Any attempt against a unit, resolve the attempt as you would between
Enemy order. two individuals, except that the whole unit makes an attack of
opportunity against the individual. If the latter survives (see Units
Disarming a Foe Attacking Independent Individuals, page 23), the individual makes
This action is a melee attack that provokes an attack of opportunity a melee touch attack using Table 3–4 to grab the opponent. If the
from the defender. individual scores at least one hit, he grabs one creature in the unit,
Individual Versus Individual: When a disarm attempt involves but each hit the unit made during its attack of opportunity negates
two individuals, resolve the action exactly as described in the one of the attacker’s hits (in addition to damaging him).
Player’s Handbook. If the individual manages to grab an opponent, he can try to
Individual Versus Unit: When an individual makes a disarm establish a hold if the creature is no more than one size category
attempt against a unit, resolve the attempt as you would between larger than he is. To do so, he must win an opposed Strength check
two individuals, except that the whole unit makes an attack of against the enemy unit, just as in individual combat. If the individ-
opportunity against the individual. If the latter survives (see Units ual establishes a hold, he has one creature from the enemy unit in
Attacking Independent Individuals, page 23), each of the two com- his grasp. The attempt to establish a hold automatically fails if the
batants makes a normal attack roll. Refer to Table 3–4, using the defender is two or more size categories larger than the attacker.
unit’s attack roll result as its Armor Class, to find the number of Unit Versus Individual: When a unit makes a grapple attempt
hits scored. The attacker disarms one creature in the unit for each against an individual, the defender makes one attack of opportunity
hit, but each hit the unit made during its attack of opportunity against the unit using Table 3–4. Thereafter, the unit makes a melee
negates one of the attacker’s hits. touch attack using Table 3–3 or 3–4, as appropriate for the defend-
Unit Versus Individual: When a unit makes a disarm attempt er. If the unit makes at least one hit, it grabs the individual, but
against an individual, the defender makes one attack of opportunity each hit he made during his attack of opportunity negates one of
against the attacker, using Table 3–4. Thereafter, each of the two the unit’s hits (in addition to damaging the attacker).
combatants makes a normal attack roll. Refer to Table 3–3 or 3–4 as Unit Versus Unit: When one unit makes a grapple attempt
appropriate, using the individual’s attack roll result as its Armor against another, resolve the attempt exactly as though it were a unit
Class, to find the number of hits. The unit disarms the individual if against an individual, except use Table 3–3. One attacker grabs one
it scores at least one hit, but each hit the defender made during the defender with each hit. Each hit the defender makes during the
attack of opportunity negates one of the attacker’s hits. attack of opportunity negates one of the enemy’s hits (in addition
Unit Versus Unit: When one unit makes a disarm attempt to damaging the attacker).
against another, the defender makes one attack of opportunity
against the attacker, using Table 3–3. Thereafter, each makes a nor- Grapple Results on the Battlefield
mal attack roll, and each uses the opponent’s result as the defend- Once one combatant establishes a hold on another, any further
er’s Armor Class on Table 3–3. Each unit disarms one creature in grapple checks they make are resolved as if they were between indi-
the enemy unit for each hit scored, but each hit the defender made viduals, according to the rules in the Player’s Handbook. Also as
during the attack of opportunity negates one of the enemy’s hits (in noted there, anyone attacking the grapplers has an equal chance to
addition to damaging the attacker). damage either of them.
54 Cry Havoc
opportunity unless they are also vulnerable to melee attacks from creatures from the main
the unit making the attack of opportunity. If so, resolve such an battle in the process). If
attack of opportunity as noted in the Units Attacking Individuals any magical effects
Who Have Joined Units section, above. extend off the challenge
area, either ignore them
Individuals Attacking Other or map out additional
space and determine the
Individuals consequences accord-
When two or more individuals operating independently meet on ingly.
the battlefield, they can fight under the normal d20 rules for indi- A challenge lasts a
vidual combat, exchanging one set of attacks per battle round. maximum of 10 rounds.
When individuals operating with units encounter each other, they At that time, all the par-
can direct their attacks against one another or against the units. ticipants return to the main battle in whatever state they were in
Attacks directed at an enemy individual do not harm her unit when the challenge ended, and the main battle resumes at the
unless they are area attacks or attacks so devastating that they point where the hero challenge interrupted it.
destroy the entire unit (see above). The reverse is also true. See the diagram on the next page for more information.
60 Cry Havoc
When a Unit Has Cover: To determine whether a unit has cover, can ignore paths that take it through such terrain. If, however, the
draw a straight line from any corner of the attacker’s space to any DM decides that the danger presented by a particular sort of terrain
corner of the defender’s space. If at least one such line crosses a battle- is not obvious (for example, stakes planted in tall grass, or a steam
field feature that provides cover, then the defender has cover. If field at night), a unit moving without orders must treat it as if it
either the attacker or the defender occupies more than one square, were not dangerous.
trace lines from any corner of any square the attacker occupies to any
corner of any square the defender occupies to determine whether the Hard Going
defender has cover. A unit has soft cover if any line drawn as Some features just don’t allow combatants to move through or over
described above passes through another unit made of up creatures them at their best speed. The surface might be very rough or slip-
the same size category as or larger than those in the defending unit, pery, or the ground might be so soft that combatants sink into it, or
or through any terrain feature that provides only soft cover. combatants might have to push through or against something to
An individual has cover when at least one straight line drawn actually get anywhere. “Hard going” is the term that describes such
from any corner of the attacker’s space to any corner of his square terrain features.
crosses a battlefield feature that provides cover. He has soft cover if Any square containing such a feature costs two squares of move-
a line drawn as described above passes through a unit made up of ment to enter, or four squares for diagonal movement (see page 46).
creatures the same size category as or larger than himself, or For a square that contains two or more kinds of hard going, simply
through any terrain feature that provides only soft cover. add up the costs. Hard going prevents charging or running.
Effects of Cover: Cover gives the defender a +4 cover bonus to
Armor Class. It also prevents attacks of opportunity and grants the Impassable
defender a +2 cover bonus on Reflex saving throws against attacks Some kinds of terrain are impassable. Combatants cannot cross or
that must cross the cover. even enter impassable terrain.
Soft Cover: Some terrain features (including intervening crea-
tures) count as soft cover only. The defender gains a +4 bonus to Elevated
Armor Class from soft cover, but not the bonus on Reflex saves. Elevated terrain sticks up over the rest of the battlefield, but unlike
Total Cover: Some barriers provide total cover and block line of other features or barriers, it is big enough and solid enough so that
effect. Units with total cover are not subject to attack at all. combatants can move or fight normally while standing on it. A unit
or individual on elevated terrain can look down over the battlefield.
Damage Height: Designate elevated terrain by marking it in units of 5
Some terrain features damage combatants that cross them, enter feet. An elevation blocks line of sight and line of effect when it lies
them, or start their turns within them. Depending on the feature, between two combatants that are both on lower ground, but not
such a combatant could take either physical damage (such as piercing when it lies between two combatants on higher ground, or when
damage) or energy damage. The feature may allow a saving throw to one combatant looks down on an opponent on lower ground.
negate or reduce the damage, or it may make an attack roll. A combatant on an elevation ignores all barriers, features, and
Unless otherwise noted, all damage, attack rolls, and saving other elevations of equal height if the intervening distance is 10
throws associated with the feature occur immediately when a com- times the elevation’s height or less. It also ignores any feature of
batant crosses or enters the feature. If the combatant begins its equal or lower height to which it is closer than its opponent is.
turn in the feature, apply the effect immediately upon activation of (When comparing another feature’s height to that of an elevation,
that combatant, before it takes any actions. use the height value for the feature’s height category.) If such a fea-
Terrain features deal damage as noted in their descriptions. Roll ture fills more than one square, check the distance to each square it
the indicated dice to determine the amount of damage an individ- covers when determining whether an elevated combatant can
ual takes from such a source. When a unit takes damage from ter- ignore it. Two combatants on equal elevations ignore intervening
rain, however, each member takes one damage factor per 5 points of terrain that is lower than they are. When a combatant can ignore a
average damage (see Table 3–1 on page 16) that the terrain deals feature, it has no effect on line of sight or line of effect, and it does
(minimum 1 damage factor). If the effect allows a save, make one not provide cover.
saving throw and apply the result to the whole unit. Slopes: When a slope gentle enough to walk up connects an ele-
Damage From Falls: A fall deals 1d6 points of damage per 10 vated area to the rest of the battlefield, use an elevation line (a line
feet fallen (maximum 20d6) to an individual. When a unit falls, that roughly mimics the edge of the elevated area) to mark its
each member takes one damage factor per die of falling damage. boundary. Everything outside that line is at normal elevation, and
Any number of factors (such as a successful Jump check or land- everything inside it is 5 feet higher.
ing on a soft surface) can reduce the damage from a fall. See If any part of a combatant’s space lies on an elevation line, the
Chapter Four of the DMG for details. combatant is at the higher of the elevations so indicated. If two or
Damage and Orders: Most terrain that can deal damage poses more elevation lines run through the space, the combatant is at the
an obvious danger to a unit, so a unit that is moving without orders highest elevation.
Chapter Three: Unit Combat
63
Moving from a lower elevation to a higher one is hard going, no land as soon as it is able to do so, and must leave the water as soon
matter how many elevation lines the combatant must cross. as possible. (The creatures in the unit have had all the experience
Precipices: Mark a sheer dropoff or a slope too steep to walk up with water they can tolerate for the time being.) Once out of the
in a manner similar to a slope. Such a grade works the same way, water, the unit must remain on land for at least 1 round, though it
except that combatants wishing to traverse it must climb (see is free to act normally during that round.
Climbing, below). A combatant cannot stop on a precipice unless it A unit whose creatures have either a swim speed or 5 ranks of
is climbing that feature. the Swim skill can swim underwater deliberately, but only if
ordered to do so.
Water Underwater Combat: Combat underwater follows all the rules
Water can prove very inconvenient or even dangerous to nonaquat- given in Chapter Three of the DMG.
ic creatures. Underwater Vision: Water provides concealment according to
Water less than half as deep as a combatant is tall poses little its clarity and who’s doing the looking, as given on Table 3–20.
hazard or impediment, even if the combatant lacks a swim speed.
However, a combatant that cannot breathe water drowns if it loses TABLE 3–20: UNDERWATER CONCEALMENT
consciousness while in water of any depth. Concealment From Concealment From
Wading: A combatant must wade through water that is more An Observer With An Observer With
than half as deep as it is tall, but no deeper than its height. A wad- Water Clarity No Swim Speed a Swim Speed
ing combatant takes a –2 penalty on attack rolls. Clear One-half at 100 feet* One-half at 200 feet*
Swimming: A combatant must swim through water that is deep- Cloudy As light fog One-half at 100 feet*
er than it is tall. A combatant without a swim speed cannot use a Very cloudy As dense fog As light fog
shield while swimming and loses any Dexterity bonus to Armor * Concealment is total at twice the indicated distance.
Class. Treat such a combatant as prone, but getting up from this
prone position is part of the swimming move. Effects of Depth Underwater: Deep water is dark. Even in clear
A combatant that lacks a swim speed cannot make any progress water, there is no light (total darkness) at a depth of 100 feet.
through deep water without successful Swim checks, and it may Cloudy water is totally dark at a depth of 50 feet, and very cloudy
find itself sinking below the surface if those fail. A combatant that water is totally dark at a depth of 25 feet. In deep water, use the vis-
fails a Swim check by 5 or more sinks below the surface and must ibility ranges allowed by the water’s clarity or the available light,
make a new Swim check immediately as a free action to regain its whichever is lower.
former position. If this second check fails, the combatant remains Pressure also mounts with depth. A combatant without a swim
underwater and must hold its breath until it can regain the surface. speed takes 1d6 points of damage per battle round for every 100
If the combatant has a move action left after sinking, it can try to feet it is below the surface. A successful Fortitude saving throw (DC
regain the surface by making another Swim check as a move action. 15, +1 for each previous check) means the combatant takes no dam-
A combatant that ends its turn underwater begins to drown unless age in that minute.
it can hold its breath for one minute.
Underwater: A combatant can hold its breath six seconds for Terrain and Nonstandard
each point of Constitution it has. (A combatant that lacks a
Constitution score doesn’t need to breathe and cannot drown.) Movement
After this period of time, it must make a Constitution check (DC Some combatants can cross or enter terrain (by climbing, jumping,
10) to continue holding its breath. Thereafter, it must make a new or swimming) that others find impassable. Any combatant with a
Constitution check every six seconds. Thus, a full battle round land speed can attempt one of these modes of movement by mak-
spent underwater requires 10 such checks, and a move action spent ing the appropriate skill check. A combatant with a climb or swim
underwater requires five such checks. The DC for each of these sub- speed can use the corresponding mode of movement without mak-
sequent checks is 1 point higher than that of the previous check. ing checks (at least in most cases). A combatant with a burrow or
A combatant that fails its Constitution check begins to drown. fly speed can bypass almost any terrain feature.
In the first six seconds after failure, it falls unconscious (0 hp). In
the next six seconds, it drops to –1 hit points and is dying. In the Climbing
third six seconds, it drowns. A combatant rescued before drowning A combatant with a climb speed can scale high barriers and
occurs may revive with proper resuscitation. See page 44 for rules precipices as part of its normal movement. To determine how much
on bringing back a creature eliminated from a unit in combat. movement it must expend for climbing, use the rule for multiple
When a combatant begins a move underwater after involuntarily modes of movement on page 31. A unit or individual must always
sinking, it first must make a successful Swim check (requiring a expend at least 50 feet of movement to climb any high feature.
move action) to regain the surface. A unit that regains the surface Unlike combatants using the Climb skill, those using climb
in this manner must thereafter move directly toward the nearest speeds have their hands free and can use shields. Such a unit or
64 Cry Havoc
individual also retains any Dexterity bonus to Armor Class eral rules as in individual combat, expect that a unit that fails a
while climbing. Jump check for a broad jump does not fall into the feature it was
A combatant without a climb speed can also scale high barriers trying to jump. Any failed Jump check uses up a move action and
and precipices, but it must stop at the base of such a feature. If it leaves the unit prone in the space from which it was trying to jump.
was able to reach the barrier or precipice by moving its speed or Because of the ground scale for unit combat, any combatant can
less, it can then use another move action to scale the terrain feature make a running jump in a square that does not contain hard going.
using the Climb skill. A combatant equipped with pitons (see the
Player’s Handbook) can drive them into the surface of the terrain Swimming
feature as a free action while climbing. A combatant with a swim speed can cross water as part of its normal
Any combatant using the Climb skill climbs at one-quarter land movement. To determine how much movement it must expend for
speed, or one-half land speed if making an accelerated climb (see swimming, use the rule for multiple modes of movement on page 31.
the description of the Climb skill). The climber must succeed at a A combatant without a swim speed can also cross water, but it
Climb check to make any progress up the feature at all. A check that must stop at the feature’s edge. If it was able to reach the water by
fails by 5 or more causes the combatant to fall from whatever height moving its speed or less, it can then use another move action to
it had attained before the failed check (0 feet for an initial attempt swim the feature using the Swim skill.
to scale a feature). A failed check uses up a move action. With a suc- Any combatant using the Swim skill swims at one-quarter land
cessful Climb check, the combatant moves up the feature at its speed. The swimmer must succeed at a Swim check to make any
effective climb speed. progress across the feature at all. A failed check uses up a move
To determine the minimum move for any climb, first calculate action. With a successful Swim check, the combatant moves across
the rate of climbing. For example, a unit of humans with a base the feature at its effective swim speed. Swimming any feature, how-
speed of 30 feet has a land speed of 300 feet in unit combat. That ever, uses up at least 50 feet of movement, as for a Climb check.
same unit moves 75 feet when climbing, since each foot climbed To complete any swim, the swimmer must move off the feature
counts as 4 feet moved. Thus, a 10-foot climb costs the unit 40 feet by leaving the square that contains it. A combatant can stop on the
of movement, which rounds up to 50 feet (the minimum). feature, but doing so means that it ends its move swimming. If the
To complete any climb, the climber must move off the feature by distance remaining to swim is less than twice its height, it can fin-
leaving the square that contains it. A combatant can stop on the ish the swim on its next move as a free action, but it must make a
feature it has been climbing, but doing so means that it ends its successful Swim check to do so if it has no Swim speed.
move climbing. If it has no climb speed, it loses any Dexterity When a unit must make a Swim check, make one check using its
bonus to Armor Class and any shield bonus it had, and it can use average Swim modifier. All the creatures in the unit succeed at or
only one hand to fight. fail the check together. If it fails its initial check to cross water, it
A unit or individual that takes any damage before it can com- does not enter the water at all that round, and the failed check uses
plete a climb might fall, as noted in Climb skill description in the up a move action. If a unit begins its move in the water, a failed
Player’s Handbook. If it ends its move climbing and the remaining Swim check might cause it to sink below the surface (see page 63).
vertical distance is less than twice its height, it can finish the climb
on its next move as a free action, but it must make a successful Burrowing
Climb check to do so if it has no climb speed. A combatant with a burrow speed can burrow as part of its normal
When a unit must make a Climb check, make one check using its movement. To determine how much movement it must expend for
average Climb modifier. All the creatures in the unit succeed at or burrowing, use the rule for multiple modes of movement on page
fail the check together. 31. A unit or individual must always expend at least 50 feet of move-
ment when burrowing.
Jumping A burrowing combatant goes underground, where it has total
Most features big enough to show up on a battlefield are too big for cover against combatants on the surface. The intervening ground
broad jumping, but a fairly narrow gap (10 feet wide or less) can blocks both line of sight and line of effect to any burrowing com-
appear within a square. Such a gap makes the square impassable to batant, though combatants with the tremorsense special quality
combatants that cannot bridge or jump it. notice adjacent combatants (see Chapter Four).
For high jumps, use the same rules as for climbing, except that One burrowing combatant can make melee contact with anoth-
the combatant makes a Jump check instead of a Climb check. A unit er, provided that it can burrow to the correct location. Burrowing
that has completed a high jump remains balanced atop the feature combatants cannot make attacks of opportunity against each other
it jumped until it moves out of the square. Treat it as a climbing unless they find themselves in a chamber or other open space.
unit (see previous subsection) until it does so. Most burrowing combatants don’t leave usable tunnels behind
When a unit must make a Jump check, make one check using its them, though some do (see individual creature descriptions). When
average Jump modifier. All the creatures in the unit succeed at or a burrowing unit does leave a tunnel behind, the passage is one-
fail the check together. Jumping in unit combat uses the same gen- half as wide as the burrower’s own space. A burrowing combatant
Chapter Three: Unit Combat
65
never takes a penalty on attack rolls or Armor Class for being in a An arrow slit provides the combatant behind it with a +10 cover
tunnel it made itself, or one that another unit composed of the bonus to Armor Class. This bonus does not stack with those for
same creatures made. Other combatants may venture down such kneeling, sitting, or lying prone.
tunnels, but freshly burrowed tunnels constitute hard going. The slit blocks line of sight and line of effect for ranged attacks
When a burrowing individual leaves a tunnel, any individual that is and for all spells that must pass through it, except that an attacker
the same size category or smaller can use the passage, though it consti- adjacent to the slit can freely make ranged attacks through it, and a
tutes hard going. An individual one size category larger than the bur- defender adjacent to it is subject to such attacks as normal. The
rower can squeeze through the tunnel, taking speed and combat penal- point of origin for any area spell directed at a defender adjacent to
ties accordingly (see Squeezing Through, page 47). An individual two or an arrow slit must be outside it. The defender gets a +4 bonus on
more size categories larger than the burrower cannot fit into the tunnel. Reflex saves against spells, and she takes no damage on a successful
save and half damage on a failed save.
Flying Melee combat isn’t possible through an arrow slit unless the
Combatants with fly speeds can ignore most terrain features simply attackers use reach weapons. Even then, a defender on either side of
by flying over them. A flyer gains all the benefits of elevation the slit gets a +10 cover bonus to Armor Class. Creatures with natu-
according to its altitude. ral reach cannot reach through an arrow slit to make melee attacks.
A flyer’s maneuverability limits its movements, as noted in the Creatures that incorporate arrow slits into their defenses make
DMG. A unit of flyers pivots at its center when turning in the air. them for defenders of a certain size. A defender one size category too
large for an arrow slit can fit inside, but it takes a –4 penalty on
Kinds of Terrain attack rolls and Armor Class while there. Defenders more than one
A battlefield can contain just about any kind of terrain the DM can size category too large can’t fit inside at all. A defender one size cate-
imagine. The entries below detail some of the more common examples. gory too small for an arrow slit takes a –4 penalty on attack rolls, and
Terrain features can be virtually any size or shape, so long as their a defender two or more size categories too small can’t attack through
boundaries are clearly marked. the slit at all, though it does get total cover when behind it. A combat-
ant three or more size categories smaller than the correct size for
Arrow Slits the slit can climb through it as though it were a 50-foot climb.
An arrow slit is a defensive position built into a structure or wall. The A single arrow slit holds only one individual, but a fortification
slit consists of a hollow with a very narrow, vertical slit through which might have enough arrow slits along a section of wall to accommo-
a defender can fire projectiles—usually arrows or crossbow bolts. date an entire unit.
ABC O
P
DEF
GH QRS
IJK TUV
LMN WXY
This key corresponds to the full-size versions of A. Broken Ground F. Hill K. Quicksand P. Road U. Walls
the above terrain illustrations, found on the B. Buildings G. Hedgerows L. Ravines Q. Swamp V. Rows of Trees
inside front and back covers of this book. C. Buildings H. Lake M. Riverbend R. Stakes W. Light Woods
D. Cliffs I. Marsh N. River Fork S. Steam Field X. Medium Woods
E. Hill J. Mire O. Rivers T. Thicket Y. Heavy Woods
66 Cry Havoc
Broken Ground can have any interval between jets (some erupt only once a year),
Broken ground is any area that provides a less-than-ideal surface but once per 2d4 rounds is a good value for a battle.
for movement. Ground strewn with rocks, pockmarked with craters, A combatant that is in the geyser’s square when it erupts takes
riven by gullies, or just plain too soft to bear most creatures’ weight fire damage. The amount of damage and the save DC vary, but a
counts as broken. Treat all forms of broken ground as hard going. typical geyser deals 4d6 points of fire damage (Reflex save, DC 18
half). Very powerful geysers may also damage combatants in adja-
Building cent squares (as the DM decides).
A building can be almost any kind of structure, from a peasant
hovel to a royal palace. Hill
A typical building stands 8 to 15 feet high per story. A roof (if A hill is simply a series of elevated areas stacked on top of each
present) adds about another story’s worth of overall height. A other and connected by slopes. Hills can include areas of broken
building can be nearly any length or width, but 50 feet on a side ground, woods, thickets, and even cliffs.
(one square in the unit scale) is pretty big. Most buildings, especial- Several rings of concentric elevation lines represent a hill. A gen-
ly dwellings, are considerably smaller than this. Treat clusters of tly sloped hill has widely spaced elevation lines, while a steep hill
small buildings as areas of hard going that also function as barriers has tightly packed ones. For a very tall hill, mark the total elevation
and give soft cover according to their height. inside each elevation line for ease of reference.
Buildings large enough to admit whole units give cover to com-
batants inside. Such buildings are features, not barriers, and their Hedgerow
roofs or tops constitute elevated terrain. A hedgerow is a barrier formed from a line of thick bushes or small
Open doors and unshuttered windows in any building provide trees. Hedgerows are usually no more than 10 or 12 feet high, and
cover. Walls, closed doors, and shuttered windows block line of they sometimes stand atop low mounds of earth.
sight and line of effect, giving total cover. A hedgerow counts as hard going for movement, and it affects
Climbing from story to story inside a building costs 50 feet of combat according to its height (see page 61). No combatant can
movement. Such movement requires no Climb check if the building climb a hedgerow, but jumping over one may be possible (see
has ladders or stairs (see Stairs page 69). Jumping, above).
Combatants can climb the outsides of most buildings. The A hedgerow that counts as a high barrier (see page 61) blocks
Climb DC depends on construction of the walls, as noted on page line of sight beyond it.
71. Because a roof is not vertical, its Climb DC is usually about 5 Creatures can pass through a hedgerow and stop in its square,
points lower than that of its walls. no matter how tall it is. Combatants in or behind a hedgerow gain
soft cover and concealment, provided that it does not have negligible
Cliff height for them. They gain one-half concealment against foes in
Treat a cliff as a precipice. A cliff can be almost any height, though melee contact with them and three-quarters concealment against
100 feet is the practical limit if you want anyone to scale it during other enemies on the opposite side.
a battle.
A typical cliff is unworked stone with a Climb DC of 20. The Lake
squares along its base are usually hard going, thanks to the piles of Any fairly large, nonflowing body of water counts as a lake. A lake
natural stone debris that accumulate there. might fit inside the battlefield, or part of its shore might extend onto
Some cliffs are prone to natural rockfalls that can damage part of the battlefield. As a general rule, any square that is part lake
climbers and combatants occupying the squares at their bases. and part land has water about 4 feet deep. Both swimmers and land
Rockfalls can occur with any frequency, but a 5% to 10% chance per creatures can cross such a square, but the latter treat it as hard going.
round that a combatant spends at the base is a typical value. Typically, the depth of the lake water increases by 4 feet for every
Double this chance for anyone actually climbing the cliff. Typical 50 feet you move farther from the shore. Some lakes get much
damage from a rockfall is 1d6 points per 10 feet of the cliff’s height deeper much more quickly, and some may contain shallow areas
above the climber (Reflex save, DC 15 negates). The DM can adjust (such as sandbars) at a considerable distance from the shore. Lakes
the save DC as desired to reflect unusual circumstances. may also contain steep dropoffs and other areas of very deep water.
At the DM’s option, lake water may be cold enough to deal non-
Geyser lethal damage to combatants in contact with it. If so, each combat-
A geyser is a natural hot spring that periodically ejects steam and ant takes 1d6 points of nonlethal cold damage (no saving throw)
sometimes fountains of scalding water. Dense fog fills a square con- per round of contact with the lake.
taining a geyser, and each adjacent square contains light fog. Treat the soggy areas that surround many lakes as mires or
Combatants entering the square containing the geyser take fire marshes. Very big lakes often have sand beaches, which are simply
damage as though entering a steam field (see page 70). In addition, clear, flat areas. A smaller lake can have nearly any kind of terrain
the geyser periodically sends up a jet of superheated water. A geyser pushing right up to its shore.
Chapter Three: Unit Combat
67
Marsh murder hole set in a ceiling is usually impassable except to combat-
Treat any low, soggy area full of densely packed plant life as a marsh. ants capable of flight.
Such an area generally resembles a cross between a mire and a thicket.
Like a mire, a marsh counts as hard going for movement, and Ocean
creatures in it might become stuck (see below). Like a thicket, a Most of the details given on the previous page for lakes also apply
marsh grants soft cover to combatants that treat it as a low or high to oceans. This type of terrain may also include tidal areas that can
feature, and one-quarter concealment to those that treat it as a high flood or become dry during a battle. The speed of changing tides
feature (see page 61). varies greatly and depends on a wide variety of factors. For the pur-
A marsh can lie at an elevation up to 5 feet lower than the sur- pose of a battle, assume that the water depth in a tidal area changes
rounding terrain. It may also contain pools, lakes, mires, or quicksand. about 1 foot per minute.
In an ebb tide, the water’s edge recedes about one square each
Mire time the water level at the shoreline drops to nothing, leaving water
A mire is a soggy or muddy area in which creatures can become about 4 feet deep at the new edge. A square drained of all water by
bogged down. A mire counts as hard going, and any combatant that an ebb tide can be almost any kind of land terrain, though it lacks
enters it must immediately make a Reflex save to avoid becoming large plants such as trees, thickets, or hedgerows.
stuck. A combatant that begins its turn in a mire must save imme- In a flood tide, the water’s edge advances about one square for
diately upon activation. The DC for the required Reflex save varies, every 3 feet the water rises. Again, the water is about 4 feet deep at
but 15 is typical. the new edge.
Treat a stuck combatant as entangled (see the Condition Currents in a flowing tide can be sluggish, moderate, or strong
Summary in the DMG). It cannot move until it makes a successful (see the River entry on page 68).
Strength check at the same DC as the Reflex save to avoid getting
stuck. A successful check allows the combatant to use a move action Pool
to get free. A pool is a fairly small, shallow body of water completely surround-
Wheeled vehicles and heavy equipment (such as a siege engine) ed by land. A typical pool is 3 to 6 feet deep, though some may be
automatically become stuck in a mire and must stop upon entering. much deeper. A pool has most of the characteristics of a lake, except
To move a stuck vehicle or some other heavy piece of equipment, its on a smaller scale.
crew must make a successful Strength check (DC equals 5 + the DC The water in a pool can range from as cold as a lake (see Lake,
of the Reflex save to avoid getting stuck). Success allows the crew to page 66, for damage from exposure) to scalding hot. A hot pool, or
push or drag the object the distance it can cover in one move for one filled with acidic water, deals damage in the same manner as a
hard going, whereupon it gets stuck again, unless that move took it steam field or geyser—in fact, such a pool may even contain a
out of the mire. geyser. Hot pools produce fog in the same manner as geysers or
steam fields.
Moat A bog is essentially a pool surrounded by a mire or quicksand.
Any artificial ditch qualifies as a moat. Like a ravine, a moat is less
than one square wide. Treat it as a ravine with steep sides that is at Quicksand
least as deep as it is wide. Areas of quicksand resemble mires, but they can prove much more
A moat might be dry or full of water. Stakes (see page 69) often dangerous because creatures caught in them can sink below the
stud the bottom or sides of a dry moat. surface and drown.
A square can contain small patches of quicksand, or an immense
Murder Hole pool of it can completely fill a square. In the former case, the square
A murder hole is similar to an arrow slit, but it usually appears in a counts as hard going, but combatants can move through it success-
ceiling so as to allow attacks from a height. fully provided that they do not fall into the quicksand. If the quick-
A murder hole provides the combatant behind it with a +7 bonus sand completely fills the square, combatants cannot enter without
to Armor Class and a +3 bonus on Reflex saves against attacks that falling into it.
originate or burst outside it. A murder hole set in a ceiling also Any unit or individual can avoid falling into quicksand by mak-
grants its user the +1 bonus on attack rolls for attacking from high- ing a successful Reflex save or Survival check (DC 20 for either).
er ground. Melee combat is possible through a murder hole, but For squares only partially filled with quicksand, the combatant
only if the attacker’s reach (natural or reach weapon) exceeds 5 feet. makes the save or check upon entering the square and can continue
A creature of any size can use a murder hole. The indentation is moving if it succeeds. For squares completely filled with quicksand,
usually about one-third as tall and wide as the creature that built it. the combatant makes the save or check just before entering. If it
A combatant two size categories smaller than the builders can move succeeds, the combatant can continue moving but must choose a
through a murder hole. An individual can move through it normal- different path to avoid the quicksand. A combatant that fails a save
ly, but a unit must spend an extra 50 feet of movement to do so. A to avoid quicksand or that deliberately enters a square filled with it
68 Cry Havoc
stops moving and becomes stuck. Treat a unit or individual stuck in more so than lakes, often feature shallows or deep spots. Large
quicksand as entangled. (See Chapter Three in the DMG for rules rivers that follow looping courses tend to develop shallows along
on escaping from quicksand.) the outer radius of each loop and very deep channels along the
Areas of quicksand occur within marshes, mires, and swamps, inner edges.
and occasionally even on hillsides. Quicksand also can lie underwa- River water is sometimes cold enough to damage creatures. The
ter, at the bottoms of lakes, pools, or rivers. Submerged quicksand flowing water in a river can prove even colder than lake water, and
poses no danger to swimmers, since they can pass right over it, but damage from exposure to it can range from 1d6 to 3d6 points of
it can trap waders. A wading creature must begin holding its breath nonlethal cold damage.
the moment its head goes underwater. Most rivers also have currents that affect swimmers. A sluggish
Most quicksand is not obvious to individuals and units moving current gives a river a Swim DC of 10. A moderate current gives it a
without orders. A unit must move as through the quicksand wasn’t Swim DC of 15, and swimmers crossing such a river move 50 feet
there. The fact that it counts as hard going, however, might allow downstream for each move action they spend in the water. Swim-
units to avoid it under some circumstances (see page 62). mers can correct for this drift, but doing so reduces their forward
motion by 50 feet. The Swim DC for a river with a strong current is
Rampart 15 as well, but swimmers can drift downstream 100 feet or more per
A rampart is a near-vertical wall or defensive earthwork. Com- move action spent in the water.
batants must climb ramparts to pass them (Climb, DC 0), but the Any river can also feature rapids or stretches of rough water.
check is easy. Combatants making accelerated climbs on a rampart Such an area increases the Swim DC by +5. A swimmer in rough
can keep their hands free and thus use shields or fight with both water takes 1d3 points of nonlethal damage per move action spent
hands. They still lose any Dexterity bonus to Armor Class and have in the water, and one in rapids takes 1d3 points of lethal damage
the same chance to fall as other climbers, but the effective distance per move action.
fallen decreases by 10 feet, and the first die of damage taken from Wide, sluggish rivers often have mires, marshes, or swamps
such a fall is nonlethal. along their banks. Deep, fast-flowing rivers may have slopes or
precipices along their edges.
Ravine
A ravine is any natural rift in the ground that is less than one Road
square wide (typically 10 to 40 feet wide). A ravine can be almost Any fairly smooth, artificial surface can serve as a road. Most roads
any depth, but it is usually no more than half as deep as it is wide. feature stone pavement, but even tracks with dirt surfaces can serve
A ravine with sloping sides usually counts as hard going, and as roads, so long as they remain firm and dry.
one with steep or vertical sides counts as a low feature if it’s shallow Any combatant moving on foot gains a 25% bonus to its speed
enough (see Barriers on page 61, and use the ravine’s depth as the if it spends its whole move on a paved road that is in good repair.
barrier’s height). Combatants must jump or climb a steep-sided For example, a unit of humans with a speed of 300 feet can move
ravine that is too deep to cross as a barrier. A typical ravine has a as if it had a speed of 375 feet along such a road. Thus, the unit
Climb DC of 20. can cover seven squares with a move action instead of the usual
A combatant small enough to fit into the bottom of the ravine six.
can use its sides for cover, though its elevation is lower if the ravine A wheeled vehicle gets a 50% bonus to its speed if it spends its
is 5 or more feet deep. A combatant too big to fit into a ravine can whole move on a paved road in good repair. Thus, most armies
stop in that square, but it takes the same combat penalties as a unit favor roads for transport of supplies and heavy equipment, such as
stopped on a low feature. siege engines.
Treat a depression more than one square wide as an area of A road going up a slope still counts as hard going when it cross-
lower elevation with slopes or precipices for walls, rather than as a es an elevation line, but the combatant moving along such a road
ravine. uses its increased road speed (if any). When roads cross other
kinds of hard going, any movement on the road is at the normal
River rate, even if the combatant does not spend its whole move on the
Any flowing body of water counts as a river. Rivers can be any depth road. A combatant that does spend its whole move on the road in
and width, from shallow streams a few inches deep and a few feet wide such a situation also gets the bonus to speed, as normal.
to major waterways hundreds of feet wide and many fathoms deep. Some roads have surfaces too poor to provide any bonuses to
Very shallow rivers have no effect on movement or combat at speed, but they still provide clear terrain for combatants moving
all, though most of them count as hard going. Treat deeper rivers along them, regardless of the surrounding terrain features. For
as lakes. Such a river is about 4 feet deep at the banks, and the example a simple dirt road provides no benefit for combatants
depth increases by 4 feet for every 50 feet you move away from a crossing an open plain, but it still counts as clear terrain if it passes
bank. (Since a river has two banks, you must work from both through broken ground or a mire.
sides toward the middle when assigning depth.) Rivers, even
Chapter Three: Unit Combat
69
Row of Trees stakes at different heights in the same square, so as to damage
This feature consists of a line of single trees spaced only a few feet almost any combatant passing though it.
apart, such as might appear at the edge of a tilled field or country When stakes constitute a low barrier, they make a single attack
road. A row of trees counts as a barrier. Very closely packed rows of roll against the combatant with an attack bonus of +5. Use Table
trees with heavy foliage count as hedgerows instead (see page 66). 3–3 or 3–4, depending on the nature of the target. The combatant’s
A row of trees can be any height from a few feet to 100 feet or more, deflection bonus to Armor Class (if any) does not count against
but typical heights range from 15 to 50 feet.
A row of trees counts as hard going for movement, and it affects Key Terms
combat according to its height (see page 61). Combatants can move Activation: Designating one unit to act during a battle round
through a row of trees or stop in its square, no matter how tall the (player only; activation of each unit occurs once per battle round)
trees are. Combatants in a row of trees gain soft cover, provided the Adjust Position: Moving a unit a distance on the battlefield equal to the
space it occupies (at least 50 feet) in lieu of other movement
trees do not have negligible height for them. (the unit’s equivalent of the 5-foot step for an individual)
A row of trees can block line of sight and line of effect, but only Base Line: The edge of the battlefield by which a division originally entered
if the row functions as a high barrier and the line passes directly Battle Round: The basic unit of time in unit combat, equal to one minute
through an individual tree in the row. Combatant: A unit or individual participating in a unit battle
Command Check: A special check commanders use to control their troops
Sand Dune on the battlefield, or to check for division initiative
Sand dunes are simply hills composed of windblown sand. Many Commander: An individual who directs troops on the battlefield
sand dunes prove fairly solid and can function just like hills. Commander-in-Chief: The commander in charge of an entire division of
troops, who can give orders only to the troops in that division
Combatants can get stuck in dunes made of loose sand just as they
can in a mire. Some such dunes may also cause combatants to slide 50 Damage Factor: The basic measure of a unit’s ability to withstand damage
in combat (equal to 5 hit points)
to 100 feet toward the bottom of the dune upon getting stuck.
Division: Any group of allied troops that share the same base line,
Sand dunes usually appear in desert areas, but some occur along commander-in-chief, and rendezvous point
the shores of oceans or very large lakes. Double Action: An action that consumes almost all of a unit’s effort during
a battle round (the equivalent of a full-round action for an individual)
Sinkhole Double Unit Attack: A double action that allows a unit to make two melee
or ranged attacks, each equivalent to the full attack action for an individual
Sinkholes are simply natural holes in the ground. Treat a sinkhole
Fall Back: Moving directly away from an enemy combatant
small enough to fit inside a single square as a very short ravine, and after a failed morale check
a larger one as an area of lower elevation surrounded by precipices Formation: Any contiguous grouping of allied units in which every unit is
or slopes. adjacent to at least one other in the same group
Sinkholes often contain other features, such as steam fields, gey- Full Attack: The full complement of melee or ranged attacks that a unit or
individual can make in a round based on base attack bonus,
sers, or mires. Occasionally one fills with water, creating a deceptive- special equipment, or other factors
ly dangerous “puddle.” Treat a flooded sinkhole as a pool or lake. Hard Going: An area where movement is so difficult that each square
When a sinkhole contains a steam field or geyser, fire damage counts as two squares for the purpose of movement
and fog effects usually occur only on the inside of the sinkhole and Hero Commander: A player character or NPC who is assigned to a singe
unit or to a small number of unit s in the same division. Hero commanders
in the square or squares containing it. can take commend of additional units during a battle (with a fairly
difficult command check), or (with a Bluff or Intimidate check
and a command check), an enemy unit.
Stairs
Stairs function like slopes, except that they count as hard going Homogeneous Unit: A unit whose members are all identical
both up and down. Mark any change in elevation along the length Individual Combat: Combat conducted under the standard d20 rules
of a stairway just as you would for a slope. Mixed Unit: A unit composed of multiple kinds of creatures
or of creatures with differing equipment or spells
Morale Check: A special check a unit must make to avoid
Stakes fleeing when it takes damage
Treat any barrier made of fairly large sharpened objects as stakes, and Orders: Special directions a commander gives to a unit so that
any smaller defenses, such as fungi sticks, as caltrops. it can do something it could not normally do
A square containing stakes counts as hard going. Stakes always Rendezvous Point: A prearranged place on the battlefield where the troops
in a division go when they don’t know what else to do
face a certain direction—either toward one side of their square and
Rout: A unit that has lost its collective nerve and
the two corners flanking it, or toward one corner and the two sides is running away from the battle
flanking it. Any combatant that enters the stakes’ square from the Single Attack: One melee or ranged attack
direction they face might take damage (see below) if it treats the Standard Action: Some significant task or act that a unit performs on the
stakes as a low barrier. A combatant that treats the stakes as a high battlefield, but that still allows it time to move during the same battle round
barrier merely passes underneath them, and one that treats them as Standard Unit Attack: A standard action that allows a unit to make one
a negligible barrier simply ignores them. It is also possible to place melee or ranged attack equivalent to the full attack action for an individual
Subcommander: A commander assigned to a portion of the troops in a
division and who can give orders only to that portion
70 Cry Havoc
this attack. Distribute the hits normally against a unit. An individ- Thicket
ual takes 1d8 points of damage per hit. Thickets consist of tough, bushy plants, usually no more than 3 to 6
A combatant that enters a square containing stakes can stop in it feet high. Such areas count as hard going.
and use the stakes to defend against attacks. Foes moving into A combatant that treats a thicket as a low or high feature gains
melee contact with such a defender might take damage if they soft cover while within it. Combatants that treat the thicket as a
attack from the correct direction and the stakes are at the proper high feature gain one-quarter concealment, except against foes in
height. Resolve the stakes’ attack before resolving any of the oppo- melee contact with them.
nent’s attacks or any attack of opportunity from the defender. Thickets full of thorny plants can also entangle combatants that
The builders of castles often permanently affix stakes to their treat it as a low or high feature. Resolve this hazard as you would
walls, so as to damage anyone attempting to scale them. They also for a mire.
use stakes to stud ramparts and the inner walls of moats.
Destroying Stakes: A combatant can destroy stakes using the Tree
rules for attacking objects (see page 50). A square full of stakes has This feature is exactly what its name implies—a lone tree standing
the following statistics. by itself. A single tree typically stands from 15 to 50 feet tall. It can
block line of sight and line of effect, but only if it functions as a
TABLE 3–21: STAKES high feature and the line passes directly through it.
Construction Hardness Hit Points Break DC A combatant that can treat a tree as a low or high feature can
Wood 5 30 20 claim some cover from it, but the bonus to Armor Class is only
Stone 8 60 24 +2 and there is no bonus on Reflex saves.
Iron 10 90 30
Wall
Steam Field This term encompasses just about any solid, vertical, artificial barri-
A steam field is an area studded with geothermal vents. The ground er. A building usually consists of four walls topped by a roof.
in a steam field tends to be uneven, or muddy, or both, so it counts Walls can be divided into two basic categories: short and tall.
as hard going. Light fog covers the whole area. A steam field may Short Walls: Barriers such as stone fences, ruins, barricades, and
also contain mires, geysers, and pools. breastworks fall into this category. A short wall is typically just high
Some steam fields deal fire or acid damage (or both) to combat- enough to provide cover for the creatures that erected it. Short walls
ants. Save DCs and damage vary, but a typical steam field of this usually don’t include other features and are only a few feet thick.
sort deals 1d6 points of fire or acid damage (Reflex, DC 15 negates). Tall Walls: These walls usually are (or were) part of a larger
A steam field that deals more than 1d6 points of damage usually structure. They often include fortifications and intact buildings. Tall
allows a Reflex save for half damage. walls (particularly in fortifications) can be many feet thick and
serve as features. Such walls often include other features, such as
Swamp arrow slits or any of the following:
A swamp is a wooded marsh. As such, it offers cover and conceal- Battlement: This 5-to-10-foot-thick barrier usually appears on top
ment according to how heavily wooded it is (see page 71). Even a of a wall. It has high sections (called merinos) alternating with low
lightly wooded swamp counts as hard going, and one with medium sections (called embrasures) that give some protection to troops
or heavy woods counts as double hard going (each square counts as standing atop the wall. A battlement usually stands tall enough so
four squares moved). that its embrasures can serve as low barriers for the troops man-
superior masonry, between which lies a layer of rubble and other tightly Woods can be light, Assign a base line for each division
involved in the battle.
packed debris. Major fortifications, such as castles and fortified cities, medium, or heavy,
Assign a rendezvous point for each
often feature curtain walls. Intact curtain walls count as tall walls. depending on how division involved in the battle.
Hewn Stone: Builders cut this type of wall from solid rock. Hewn tightly packed the trees
stone walls are fairly common underground but rare aboveground. are and how much
They can be short or tall. undergrowth lies
Iron: Walls of this type can be short or tall, but they usually beneath them.
appear only indoors or underground. They typically protect impor- Light Woods: A
tant locales such as treasuries. woods of this sort fea-
Masonry: Masonry walls may consist of brick, fieldstone, or any tures widely spaced trees and little undergrowth. Orchards, wooded
of a variety of other types of stone or stonelike material. Stone pastures, and savannas are examples of light woods.
fences and ruins are typically masonry. Such walls can be tall but Light woods do not slow movement. They provide soft cover and
are most often short. one-quarter concealment to a defender who treats them as a low or
Palisade: Palisade walls consist of whole logs, sometimes stacked hor- high feature, provided that two full squares of light woods lie
izontally and sometimes set upright. In the latter sort, the logs often between that defender and the opponent.
have sharpened tops that serve a function similar to stakes (see page Medium Woods: An area of medium woods features fairly close-
69) when creatures try to climb over the wall. The wall’s builder ly spaced trees and some undergrowth. Most forests in temperate or
decides what size creatures the sharpened tops can damage, choos- cold regions fall into this category.
ing any set of three consecutive size categories (such as Small, Medium woods count as hard going. They provide soft cover and
Medium, and Large). The tops attack and deal damage to such crea- one-quarter concealment to a defender who treats them as a low or
tures as stakes would. Palisades sometimes serve as impromptu for- high feature, provided that at least two squares of medium woods
tifications, especially during sieges. They can be short or tall. lie between that defender and the opponent.
Paper: This type of wall consists of a light wooden lattice covered Heavy Woods: A wood of this type has closely spaced trees and
with heavy paper. Such walls serve chiefly as partitions inside build- thick undergrowth. Jungles in warm regions and ancient forests in
ings, but people in mild climates sometimes build complete temperate or cold zones fall into this category.
dwellings with them. Freestanding paper walls are usually short. Heavy woods count as hard going. A combatant that treats them
Reinforced Masonry: Iron bars lend additional strength to these as a low or high feature gets soft cover and one-half concealment
masonry walls. Reinforced masonry walls are usually tall, and they against a foe in melee contact with it, or three-quarters conceal-
appear most often in the construction of important buildings, such ment and soft cover against an enemy not in melee contact with it.
as palaces or temples. Other Features: Most other features can also include woods.
Superior Masonry: Better construction and better materials sepa- For example, wooded hills are fairly common. A wooded marsh is
rate superior masonry walls from their lesser kin. Superior mason- a swamp.
72 Cry Havoc
his chapter presents the general guidelines for using spells Spell
T and other magical effects in conjunction with the rules for
unit combat in Chapter Three. Except where noted in this
chapter, battlefield magic follows all the rules laid down in Chapter
When a combatant affected by a spell is attempting to cast a spell of
its own, it must make a successful Concentration check or lose the
spell. The details of the check and the effects of failure differ
Ten of the Player’s Handbook. depending on whether the spell is damaging or nondamaging.
Though the following subsections use the term “spell,” the rules Orders
presented in them apply to any magical effect. Likewise, the term As noted in Chapter Three, a unit’s orders affect how it can aim a
“caster” refers to either a unit or an individual, unless otherwise noted. magical effect. A spellcasting unit must aim offensive effects at the
nearest enemy unless it receives orders to do otherwise.
Range
As in individual combat, a spell’s range (as defined in the Range entry Target or Targets
of the spell description) is the maximum distance from the caster The caster must aim a spell with a Target entry directly at creatures
that its effect can occur, as well as the maximum distance at which or objects. When cast on a unit, the spell affects one or more crea-
the caster can designate its point of origin. Any portion of the tures in it, as noted in the spell description. Unless stated other-
spell’s area that would extend beyond the range is wasted. wise in this chapter, such a spell affects the creature or creatures
Determine the range between a spellcaster and the place she is aim- currently at the top of the damage track on a unit’s record sheet
ing a spell the same way you determine the range for a ranged (that is, it affects wounded creatures first).
attack (see Chapter Three). Targeted spells that deal damage to units do so just like ranged
or melee attacks, either wounding or killing the first creature in the
Standard Ranges target unit. If the spell’s description specifies only one target, it
The paragraphs below detail the standard ranges for spells in unit affects no additional creatures, regardless of the damage dealt.
combat. These range categories are the same as those in the Player’s Otherwise, any excess damage beyond that needed to kill the first
Handbook, but the altered versions below better fit the ground scale creature applies to the second, and so forth.
for unit combat. A targeted spell that doesn’t deal damage generally doesn’t affect
Personal: The spell affects only the caster. a unit unless the majority of the creatures in it receive the spell.
Touch: The caster must touch a creature or object to affect it. The An individual that has joined a unit is indistinguishable from
spell recipient must be in the caster’s square, or in an adjacent the creatures in it. An enemy combatant cannot single out such an
square and in melee contact with the caster or with her unit (see individual as the target of a spell.
Chapter Three).
Close: Regardless of her level, a caster can aim a close range spell Effect
anywhere in her own square or into any adjacent square. When a spell has an Effect entry, the caster must place the creature,
Medium: A spell in this category has a base battlefield range of object, or effect that the spell summons or creates somewhere on
two squares plus one square per five caster levels (rounded down). the battlefield. In most cases, she simply chooses a square some-
Long: A spell in this category has a battlefield range of eight where within the spell’s range. The effect appears in the selected
squares plus one square per caster level. square and then operates normally—subject to the constraints of
Unlimited: The spell reaches anywhere on the same plane of the time and ground scales for unit combat.
existence.
Range Expressed in Feet: Some spells have no standard range Special Kinds of Effects
category, just a range expressed in feet. If a spell’s range is 0 feet, An effect may also take the form of a ray or a spread.
the caster can use it only within her own square. Round any other Ray: Using a ray effect requires a ranged attack roll, though typi-
range expressed in feet down to the nearest multiple of 50 feet (0 cally it is a ranged touch attack rather than a normal ranged attack.
feet minimum). If this treatment causes the range to become 0 feet, A single ray affects only one subject, though some spells can pro-
the caster can direct the spell only within her own square or at foes duce multiple rays.
in melee contact with her. Spread: A spread effect works just like a spread for an area spell
(see below).
Aiming a Spell in Unit Combat
Spellcasters and other wielders of magic on a battlefield must Area
make the same choices about which creatures to affect with their A typical area spell covers an area small enough to fit inside a square.
magic and where their effects originate as any other user of magic Thus, the caster must aim it at some point within a square—not at
must. However, the ground scale for unit combat and the presence a grid intersection, as in individual combat. The point of aim can be
of units made up of multiple creatures often affects the aiming of the center of the square or some readily identifiable place within the
magical effects. square, such as a terrain feature or the spot that a unit occupies. An
When multiple creatures in a unit cast a spell or use other magic, area spell generally fills the whole square into which the caster aims
they must all aim the effect at the same recipient. If the subject is it, but the effect does not extend into adjacent squares, no matter
another unit, the spellcasters can alter their aim slightly so that the where in the square the point of aim was. A spell with a very small
entire target unit receives the spell (or at least as much of the unit area affects less than a whole square, and one with a fairly big area
as the casters can collectively manage to cover). affects more. Table 4–1 gives common spell areas and their battlefield
The factors affecting how a spellcasting combatant can aim conversions. These conversions assume that the distribution of
spells in unit combat depend on orders, and on whether the spell creatures within a square may be uneven, and that casters can
description has a Target, Effect, or Area entry (see below). usually aim their spells wherever their foes are the thickest.
Chapter Four: Battlefield Magic
75
TABLE 4–1: SPELL AREAS
Area* Squares Covered Example Spell Area* Squares Covered Example Spell
Bursts Emanations
5’ radius None Faerie fire 5’ radius None Zone of silence
10’ radius 1/2 (or 1 square Sleep 10’ radius 1/2 Antilife shell
in melee contact) 20’ radius 1 Consecrate
20’ radius 1 Chaos hammer 40’ radius 4 Detect scrying
40’ radius 4 Circle of death 60’ radius 9 Deeper darkness
80’ radius 16 Sunburst Lines
Cones All lines 1/2 per 50’ Lightning bolt
15’ 1/2 (or 1 square Burning hands of length
in melee contact) Spreads
30’ 2 Crushing despair 10’ radius 1/2 (or foe in Sound burst
60’ 3 Cone of cold melee contact)
Long range Varies Detect animals 20’ radius 1 Fireball
or plants 40’ radius 4 Blasphemy
Creatures 80’ radius spread 16 Earthquake
All allies and foes in 4 Prayer Others
a 40’-radius burst 5’ cube None Detect poison
All allies within 50’ 4 Bless 10’ cubes Varies Fire storm
All enemies within 50’ 4 Bane 20’ cubes Varies Forcecage
Creatures no more 1 Hypnotism 30’ cubes Varies Hallucinatory
than 30’ apart terrain
Creatures no more 4 Horrid wilting 60’ cubes Varies Forbiddance
than 60’ apart 10’ square None Grease
Cylinders 20’ squares Varies Spike growth
10’ radius 1/2 (or 1 square Flame strike
in melee contact) * When an area falls between two values on the table, use the lower one. For example,
20’ radius 1 Ice storm if a spell has a 30-foot-radius burst, use the entry for the 20-foot-radius burst.
A caster using a spell with an area more than 100 feet wide can
usually aim it at an intersection on the grid, just as a caster in indi- TABLE 4–2: AREA SPELLS VERSUS UNITS
vidual combat would. Creature Size Creatures/Square* Creatures/Half Square**
Areas come in several forms. See Kinds of Areas, below, for details. Fine 1,000 500
Diminutive 250 125
Area Spells Versus Units Tiny 40 20
When an area spell affects a square containing a unit, the actual Small 10 5
number of creatures in the unit that the spell can affect depends on Medium 10 5
their size, as given on Table 4–2. Large (long) 3 1
For example, a spell that affects one square cast at a unit of 10 Large (tall) 3 1
ogres actually affects only three of them, since they are Large and Huge (long) 1 1
tall. If the spell affects only the equivalent of one-half square, it Huge (tall) 1 1
affects only one of the 10 ogres. If the spell deals damage, it affects Gargantuan (long) 1 1
wounded creatures first. Gargantuan (tall) 1 1
Colossal (long) 1 1
Damage to Units from Area Spells Colossal (tall) 1 1
When an area spell deals damage to a unit, each creature in it (or
each creature the spell can affect; see Table 4–2) takes damage from * Regardless of the number of creatures a square can hold, an area spell affects only
it. Unlike a ranged attack, an area spell could wound several crea- units in the square (or squares) that the spell’s area fills. The number given assumes
tures in a unit without killing any of them. that the distribution of creatures within its space is uneven, and the spellcaster can
Like melee and ranged attacks, spells deal damage to units in aim the spell wherever the creatures are the thickest.
damage factors. Calculate the damage factors dealt by a given spell ** For spells that cover only one-half of a square
according to the average damage it deals (one damage factor per 5
points of average damage, rounded down). Table 4–3 gives some
common average damage values.
76 Cry Havoc
Duration
Any spell with a duration greater than instantaneous and less than one
minute defaults to a minimum of 1 battle round. When a spell lasts one
minute or more, round the duration down to the nearest full minute.
Saving Throw
Saving throws against spells in unit combat work just like they do
in individual combat. When a spell deals only a single damage fac-
tor to the creatures in a unit, however, a successful save for half
damage negates that damage factor instead.
Diagram 12: Cones For example, a chaos hammer spell from a 7th-level caster deals
Dots show the user's square. only one damage factor to each neutral creature in a unit. Since chaos
78 Cry Havoc
hammer allows a Will save for half damage, a unit of neutral crea- Light
tures that makes a successful save takes no damage from the spell. These spells negate concealment for normal or magical darkness,
but only within the squares they cover. Other combatants deter-
Descriptors mine line of sight to those in an area of magical light as though
A spell’s descriptors (if any) often determine how the spell works normal (daytime) light conditions prevailed.
on the battlefield.
Mind-Affecting
Alignment Spells with this descriptor do not affect a unit unless the majority
This category includes chaotic, evil, good, and lawful. Many spells of the creatures in it receive the same spell. If so, the whole unit
with these descriptors have special effects against creatures of the acts as though affected. Most fear effects are mind-affecting, but
opposite alignment—good versus evil (and vice versa), and chaotic they can affect a whole unit even when they do not affect the major-
versus lawful (and vice versa). When a majority of the creatures in a ity of the creatures in it, as noted above.
unit shares the same alignment, the whole unit has that alignment
for the purpose of spells with an alignment descriptor. If there is no Teleportation
majority alignment, consider the unit neutral. Teleportation spells function on the battlefield exactly as they do in
individual combat.
Darkness
These spells generally give some level of concealment to anyone in Schools of Magic
the squares they cover. Combatants outside areas of magical dark- Considering a spell’s school can also be helpful when determining
ness also get concealment from the darkness if the effect blocks how it behaves on the battlefield.
another combatant’s line of sight to them (see page 61).
Abjuration
Death If an abjuration creates a barrier that keeps certain types of crea-
Death spells function on the battlefield exactly as they do in indi- tures at bay, such creatures cannot use natural weapons to enter
vidual combat. melee contact with anyone inside the ward. They can enter melee
contact with the warded creatures only by using reach weapons
Energy whose reach is at least 15 feet (see page 18).
This category includes acid, cold, electricity, and sonic. Energy The subjects of such a spell cannot use the barrier it creates to
descriptors work more or less the same way in unit combat as they do push away the creatures hedged out by the ward. Furthermore, nei-
in individual combat, except that if the majority of the creatures in a ther the caster nor any ally inside the ward with him can enter
unit is immune to the kind of energy a spell uses, the whole unit is melee contact with those creatures and still remain protected from
immune to that spell. Likewise, if the majority of the creatures in a them, unless he uses a reach weapon with a reach of at least 15 feet.
unit is resistant to the energy a spell uses, the whole unit is resistant. The caster breaks the ward if he tries to use natural reach or a
weapon with a reach shorter than 15 feet to attack such creatures.
Fear An ally may attack creatures the ward hedges out without breaking
A fear spell can affect an entire unit, even if the spell itself cannot the ward or using a reach weapon, but he must leave the spell area
reach the majority of those creatures (see the mind-affecting sec- to do so. Once he does, he cannot return until his next activation.
tion, this page). A unit subjected to a fear spell must make a morale
check just as though it had taken damage from the spell, with a –1 Conjuration
penalty on the check for each member of the unit that the spell has A spell of this school can make creatures or objects suddenly appear
affected. A unit that fails the check acts accordingly. on the battlefield. They cannot appear inside other creatures or
A unit routed by a fear effect cannot rally until it wears off, and objects, nor can they appear in empty space and drop onto the battle-
the affected unit may continue routing even afterward, depending field. They must arrive in an open location, on a surface capable of
on its success at rallying. If a fear effect fails to rout a unit, it must supporting them, somewhere within the spell’s range. They do not,
make a new morale check each battle round that the fear effect however, have to remain within its range after their appearance.
lasts. If the effect wears off and the unit is not routing, it suffers no Calling and Summoning: Spells of these subschools can pro-
further ill effects. duce individuals to fight on the battlefield, or whole units if the
caster can call or summon at least 10 creatures.
Force Units brought into existence through this spell form a sort of
Force spells function on the battlefield exactly as they do in indi- subcommand within the caster’s division, with the caster function-
vidual combat. ing as subcommander. The caster can issue any kind of order to the
units so produced, gaining a +5 bonus on her command checks to
Language-Dependent do so, and she does not take the –5 penalty on command checks for
Unless otherwise noted, spells in this category are effective only not previously training with the unit. No other commander in the
against combatants in the caster’s square or in adjacent squares. division can issue orders to that subcommand at all.
Chapter Four: Battlefield Magic
79
Divination not have line of sight to him, a –2 penalty applies to the command
Many divination spells have cone-shaped areas that move with the check for blocked line of sight. (If the unit also has line of sight to
caster and extend in the direction he looks. These spells usually the commander, this penalty does not apply.) The spell also reduces
require concentration (a move action) from the caster. He can exam- the penalty that normally applies to command checks when the
ine an area either as part of the casting or as a move action later in commander is more than 50 feet from the unit to –2.
its duration. He can look at one area for the equivalent of 5 rounds
on the individual scale, which is usually sufficient to learn every- Enchantment
thing the spell can reveal about the area. Alternatively, he can direct Because enchantment spells are mind-affecting, they do not affect a
the spell to as many as five different areas, studying each for the unit unless the majority of its creatures are subject to the same
equivalent of 1 round on the individual scale. He can also use some spell. If so, the whole unit acts as though affected.
combination of those options that adds up to 5 rounds of study. Charm: A charmed unit forms a sort of subcommand within the
For example, a wizard who casts detect magic can study a single caster’s division, with the caster as the subcommander. The caster
area for the equivalent of 5 rounds, or five different areas for the can issue any kind of order to such a unit, but she takes a –5 penalty
equivalent of 1 round each, or one area for the equivalent of 3 rounds on her command check because the unit would not normally take
and a second area for the equivalent of 2 rounds, or any other com- orders from her. She does not, however, take the –5 penalty for not
bination that adds up to 5 rounds of use on the individual scale. previously training with the unit. During battle rounds in which the
Scrying: Spells of this subschool create invisible magical sensors caster gives no orders to the unit (or fails to give an order because of
that send information to their casters. The caster must have line of a failed command check), a charmed unit acts just like any other unit
sight to the square in which he places the sensor. without orders, except that it does not treat the caster as an enemy.
Information gained in this manner can be helpful to a com- In some cases, multiple casters may work together to charm a
mander who wants to give an order to a unit in the target square. If whole unit. (For example, 10 wizards might all cast charm person at
the commander has line of sight to the unit via the spell, but it does the same unit.) If successful, this group of casters can then issue
80 Cry Havoc
orders to the charmed unit as described above, but they must all Pattern: A pattern is a mind-affecting effect, and as such it does
issue the same order, and each of their command checks takes an not work on a unit unless the majority of its creatures are subject to
additional –5 penalty. the same spell.
Compulsion: Most compulsion spells do not grant the caster Shadow: A shadow spell works like a figment on the battlefield,
any kind of control over the subject. Rather, they compel some kind except that each combatant gets only one chance to disbelieve it.
of action (or nonaction) from the subject. If such a spell affects the Furthermore, making a melee attack against a shadow or entering
majority of creatures in a unit, they all act accordingly. its square does not result in automatic disbelief.
If a compulsion spell allows the caster to specify the subject’s
actions, treat his control over an affected unit as an order given via Necromancy
a charm effect, except that he gets a +10 bonus on his command A necromancy spell’s battlefield effects depend on the spell and its
check instead of taking a –5 penalty. If multiple casters compel a descriptors.
unit together, the bonus drops to +5. Necromancy spells that deal damage or produce death effects
function according to their area or target entries. A necromancy
Evocation spell that produces a fear effect works just like other fear effects.
Spells from this school usually work no differently on the battle- Necromancy spells that create undead creatures can produce
field than they do in individual combat. The areas they cover, how- either undead individuals to fight on the battlefield, or whole
ever, usually require conversion (see Aiming a Spell in Unit undead units (provided that the caster creates at least 10 undead
Combat, page 74). creatures).
Undead units created through a spell form a sort of subcom-
Illusion mand within the caster’s division, with the caster as the subcom-
Illusion spells can have powerful effects on the battlefield. The fol- mander. The caster can issue any kind of order to the units so pro-
lowing sections detail these effects for the various subschools. duced, and he does not take the –5 penalty on command checks for
Figment: Figments produce no real effects, so they cannot deal not previously training with the unit. No other commander in the
damage to units or individuals. However, audible figments can division can issue orders to that subcommand at all.
affect a commander’s ability to issue orders (see the notes on the
ghost sound spell, page 88), and visual figments can distract units Transmutation
that have not received orders, forcing them to advance toward illu- Many spells of this school enhance or diminish the recipient in
sory enemies or avoid illusory terrain. some fashion. A spell that provides any sort of bonus or penalty is
In general, every combatant that has line of sight to a visual fig- effective on a unit only when it affects the majority of its creatures.
ment gets a saving throw to disbelieve it. A unit gets a +2 bonus on If so, the whole unit functions as if subject to the spell. The same is
this save. Failure means the affected combatant must act as though true for transmutation spells that alter the recipient’s ability scores.
the figment were real. A combatant that moves adjacent to a fig-
ment gets a new saving throw immediately upon arrival. Selected Spells
Engaging in melee combat with a purely visual figment or mov- This section contains notes for using spells from the Player’s
ing into its square counts as incontrovertible proof that the figment Handbook with the unit combat system. This section discusses only
is not real, and the combatant automatically disbelieves it. Making the spells that prove the most useful for mass combat.
a ranged attack against any figment merely allows a new saving
throw for disbelief. Spell Notes
A higher-level figment that combines visual and other sensory Each spell entry begins with the spell’s name, followed by any need-
elements may escape immediate detection when a combatant makes ed conversions for the spell’s casting time, range, duration, and
a melee attack against it or enters its square. However, each melee other key parameters. In some cases, a spell can have two dura-
attack against it allows a new saving throw for disbelief, and a unit tions—one for how long the spell itself lasts and one for how long
entering its square gets not only a saving throw before entry, but it affects its subjects. A second entry given in parentheses after the
also a +2 circumstance bonus on that save. main one indicates such a secondary duration. For example, the
A combatant automatically disbelieves even a multi-sensory fig- mind fog spell creates a cloud of fog that lasts 30 battle rounds, but
ment if the latter is unable to function like the real thing. An illuso- creatures affected by the fog remain so for 1 battle round. A (D)
ry bridge created with a major image spell includes visual, olfactory, entry next to the duration indicates a dismissible spell. The final
and thermal elements, but it cannot support any weight, so a com- entry is a description of what the spell does on the battlefield.
batant entering the bridge’s square automatically disbelieves it. Any aspect of the spell not covered in these notes (such as
If a figment might lure a combatant into an area where a high school, descriptor, saving throw, or spell resistance) is exactly the
potential for damage or inconvenience exists, the combatant can same as noted in the Player’s Handbook.
attempt a Reflex save (DC 15) to avoid entering the figment’s square.
Glamer: A glamer spell functions like a figment on the battlefield Acid Fog
if it allows a save to disbelieve. Glamers that do not allow such saves Range: Medium (two squares + one square/five levels)
(such as invisibility) function exactly as they do in individual combat. Duration: 1 battle round/10 levels
Chapter Four: Battlefield Magic
81
The spell creates a 20-foot-high spread of dense fog that fills one Animal Messenger
square in the same manner as a solid fog spell. The cloud affects move- Duration: One order
ment through the square as stated in the spell notes for solid fog. Each This spell works only if there is an available animal in the cast-
combatant that begins its turn in the acid fog or enters the spell’s area er’s square or in an adjacent square. The caster can use the animal
takes acid damage (2 damage factors per creature in a unit, and 2d6 to deliver any order with a range of 50 feet or more to any unit nor-
points of damage per individual). Each combatant that ends its turn in mally under his command, regardless of the distance between the
the fog takes acid damage again (2 additional damage factors per crea- commander and the unit. The caster also can use the animal messen-
ture in a unit, and 2d6 additional points of damage per individual). ger to deliver an order on another commander’s behalf.
A commander giving an order via the animal messenger takes a –5
Aid penalty on his command check. Using the messenger does not
Range: Touch negate any other penalties that might apply to the command check,
Duration: 1 battle round/level such as the –5 penalty for not being in the unit’s line of sight.
A creature in a unit that receives this spell gains 1 temporary To deliver the order, the animal messenger must move to the unit’s
damage factor if the caster is 5th level or lower, or 2 damage factors space, which may result in a delay before delivery of the order. If the
if she is 6th level or higher. command check for the delayed order succeeds, the unit obeys to
The spell’s +1 morale bonus on attack rolls and saves doesn’t affect the best of its ability. If, in the DM’s judgement, conditions have
a unit unless the majority of its creatures have received the spell. changed to the extent that the unit cannot obey the order by the
time it arrives, the order has no effect, but it still counts as an order
Air Walk the unit has received during the round when it arrives and an order
Range: Touch the commander gave during the round when he issued it.
Duration: 10 battle rounds/level
Moving upward with the spell counts as hard going. The subject Animate Dead
must move forward one square to gain 50 feet of elevation. Range: Touch
A powerful wind (one in excess of 50 mph) can push an air Duration: Instantaneous
walker along or hold him back. At the end of his turn each round, Undead units created through this spell form a sort of subcom-
the wind moves him one square in the direction it is blowing. This mand within the caster’s division, as noted in the discussion of
movement does not provoke attacks of opportunity. necromancy effects (see page 80).
Should the spell duration expire while the subject is still aloft, The caster can control only 4 HD worth of creatures per caster
the magic fails slowly. The subject drops gently for up to 600 feet, level through this spell, but any unit obeys her commands as long
landing safely if it reaches the ground before or at the end of that as the majority of its members remains under her control.
drop. If not, it falls the rest of the distance, taking 1d6 points of
damage per 10 feet fallen. Since dispelling a spell effectively ends it, Animate Objects
the subject also drops in this way if another caster successfully dis- Range: Medium (two squares + one square/five levels)
pels the air walk spell. Duration: 1 battle round/10 levels
Construct units created through this spell form a sort of sub-
Align Weapon command within the caster’s division, with the caster as the sub-
Range: Touch commander. See the discussion of conjuration effects on page 78
Duration: 1 battle round/level for details.
Casting this spell on a unit’s weapons proves ineffective unless
the majority of its creatures wield weapons that have received the Animate Plants
spell. A single caster can also cast align weapon on up to 50 projec- Range: Close (caster’s square and all adjacent squares)
tiles, then distribute them to creatures in a unit, either by dropping Duration: 1 battle round/10 levels when creating combatant plants,
them into a square or by handing them out herself. Distribution is or one hour/level for an entangle effect.
a free action for the caster in either case. This spell can create animated plant individuals or units to fight
A unit must receive the Perform a Miscellaneous Action order on the battlefield, as with the animate objects spell. Alternatively, the
to pick up the projectiles. Accepting them directly from the caster caster can use this spell to create entangle effects (as the spell) in his
or picking them up from the ground is a free action for a unit, pro- square and all the adjacent squares for up to one hour per caster
vided that all its creatures enter or pass through the square where level. The caster can select only certain squares within this area to
the projectiles lie. Alternatively, a unit can pick up the projectiles if affect, as desired.
any part of it is in the square with them, then distribute them
among all its creatures as a move action. A unit can also pass the Antimagic Field
projectiles to an adjacent allied unit, which can then distribute Range: 10 feet
them among its own members or pass them on to another adja- Duration: 10 battle rounds/level (D)
cent unit. Any unit must receive the Perform a Miscellaneous This spell creates a mobile ward around the caster that suppress-
Action order to accept the projectiles. es all magic. The caster cannot cast spells out of the ward, and no
82 Cry Havoc
magic from a foe or ally can affect her. The caster can cast spells on The hand functions as a Large creature for combat. It has an
herself, but any spell so cast has no effect while the ward lasts. effective Strength score of 35 and attacks on Table 3–4, using the
Conjured, summoned, or incorporeal combatants cannot move into target’s grapple check result as its Armor Class. The hand’s attack
melee contact with the caster. If she moves into melee contact with bonus equals the caster level + the ability modifier for the ability
such a creature, it winks out and remains off the battlefield until either that governs the caster’s spellcasting + 19 (+12 Strength, +4 size,
the caster moves or the spell ends. The caster cannot move into melee +3 weapon damage modifier). The hand can move anywhere with-
contact with a unit of a conjured, summoned, or incorporeal creatures. in range and attack once, or it can make a double attack if it does
This effect also suppresses any magic affecting or carried by an not move.
individual in melee contact with the caster. As soon as either com-
batant breaks melee contact, the suppression ends. Big Forceful Hand
Allies sharing the ward (see page 78) have the same benefits and Range: Medium (two squares + one square/five levels)
restrictions that the caster has. Duration: 1 battle round/10 levels (D)
The hand created by this spell can provide the caster with cover
Antipathy like a big interposing hand spell, or it can bull rush a foe.
Range: 150 feet The hand functions as a Large creature in combat. As a Large
Duration: Two hours/level (D) individual, it can bull rush a unit only if its members are Small or
This spell renders a 150-foot cube (three squares wide, three smaller (+14 bonus on the Strength check).
squares long, and 150 feet high) on the battlefield impassable to a
certain kind of creature, or to creatures of a certain alignment (see Big Grasping Hand
the spell description for details). The caster designates the restric- Range: Medium (two squares + one square/five levels)
tion upon casting the spell. Duration: 1 battle round/10 levels (D)
Whenever a combatant of the designated kind tries to enter the The hand created by this spell can provide the caster with cover
area, it must make a saving throw. Success allows it to enter and like a big interposing hand spell, or bull rush a foe like a big forceful
move through the area normally, but its effective Dexterity score hand (but with a +16 bonus on the Strength check), or grapple any
drops by 4 points while it is there. If the save fails, the combatant single creature within range. Since the hand can grapple only one
must treat the area as impassable terrain as long as the spell lasts. creature at a time, it has limited effect against a unit.
The hand functions as a Large creature in combat.
Baleful Polymorph
Range: Close (caster’s square or an adjacent square) Big Interposing Hand
Duration: Permanent Range: Medium (two squares + one square/five levels)
This spell eliminates a single creature from a unit, as though it Duration: 1 battle round/10 levels (D)
had died. The hand created by this spell grants the user cover (+4
bonus to Armor Class) against a single enemy combatant. The
Big Clenched Fist hand can move to block any foe within range, but if the selected
Range: Medium (two squares + one square/five levels) foe is a unit, the caster gains cover only if the hand remains in
Duration: 1 battle round/10 levels (D) his square.
The fist created by this spell can provide the caster with cover The hand functions as a Large creature in combat.
like a big interposing hand spell, or bull rush a foe like a big forceful
hand spell (but with a +17 bonus on the Strength check), or attack Blade Barrier
any combatant within range. Range: Medium (two squares + one square/five levels)
The fist functions as a Large creature for combat. It has an Duration: 1 battle round/level (D)
effective Strength score of 33 and attacks using Table 3–4. Its The spell creates a vertical barrier 20 feet high and up to four
attack bonus equals the caster level + the ability modifier for the squares long, or a vertical barrier 20 feet high around all four sides
ability that governs the caster’s spellcasting + 13 (+11 Strength, –1 of a single square. Any combatant that treats the blade barrier as a
size, +3 weapon damage modifier). The fist can move anywhere low or high barrier can claim cover from it (+4 bonus to Armor
within the spell’s range and attack once, or it can make a double Class and +2 bonus on Reflex saves).
attack if it does not move.
Blasphemy
Big Crushing Hand Range: 40 feet
Range: Medium (two squares + one square/five levels) Duration: Instantaneous (1 or 1d10 battle rounds)
Duration: 1 battle round/10 levels (D) The spell’s effects on creatures depend on their Hit Dice, as
The hand created by this spell can provide the caster with cover noted in the spell description. In unit combat, the details for these
like a big interposing hand spell, or bull rush a foe like a big forceful effects are as follows:
hand spell (but with a +18 bonus on the Strength check), or it can
attack any combatant within range.
Chapter Four: Battlefield Magic
83
Effect Adjustments for Use in Unit Combat Chill Touch
Dazed Lasts 1 battle round Range: Touch
Weakened Lasts 1 battle round Duration: Instantaneous (one touch/level)
Paralyzed Lasts 1d10 battle rounds When using this spell against an enemy unit, the casting com-
Killed Works normally, killing living creatures and batant makes a melee touch attack on Table 3–3 or 3–4, as appro-
destroying undead creatures priate, substituting –1 for its normal weapon damage modifier
Banishment Removes combatants from the battle when calculating the melee attack bonus. Each hit the caster scores
deals 1 damage factor to the unit and drains one use from the
Call Lightning spell. The casting combatant cannot make more hits with the spell
Range: Medium (two squares + one square/five levels) than it has caster levels.
Duration: Instantaneous An individual target takes 1d6 points of negative energy damage
In unit combat, each bolt of lightning this spell generates works from the caster’s touch attacks, plus 1 point of Strength damage
like a targeted spell. The caster can target each bolt at one Small or with a failed save. Units ignore Strength damage from the spell.
larger creature. When directed at a unit, a single bolt affects four An undead unit takes no damage from the spell, but it must
Tiny, 25 Diminutive, or 100 Fine targets. The caster can select a dif- make a morale check after the caster’s attack (even though undead
ferent target for each bolt. units generally don’t check morale) just as though it had taken
The spell generates one bolt per caster level (maximum 10 bolts), damage. A –1 penalty per hit from the caster applies to this check. A
and the caster can use all 10 of them in 1 battle round. unit that fails this check acts accordingly, though if it routs it auto-
matically rallies as a move action upon its next activation.
Call Lightning Storm An undead individual takes no damage from the caster’s touch
This spell functions like call lightning, except that it deals more dam- attacks but must make a successful save or immediately adjust posi-
age, as noted in the spell description. tion away from him. As soon as possible thereafter, the undead
individual must make a double move away from the caster in the
Chain Lightning same fashion as a unit routing, except that he automatically rallies
Range: Long (eight squares + one square/level) when next activated as a free action.
Duration: Instantaneous
Chain lightning strikes one primary target, plus one secondary Circle of Death
target per caster level. All these targets must be in the same square. Range: Medium (two squares + one square/five levels)
An individual that has joined a unit cannot function as the pri- Duration: Instantaneous
mary target for the spell, but he can be a secondary target if he or his The spell affects 1d4 Hit Dice of living creatures per caster level
unit is in melee contact with the caster or the caster’s unit (if any). (maximum 20d4) in a single square. Apply the effect against crea-
tures with lower Hit Dice before those with higher Hit Dice. Among
Chaos Hammer creatures with the same Hit Dice, the spell affects members of units
Range: Long (eight squares + one square/level) before any individuals that may also be in the square.
Duration: Instantaneous (1 battle round)
In addition to dealing damage as noted in the spell description, Cloudkill
chaos hammer also slows lawful creatures as the spell for 1 battle round. Range: Medium (two squares + one square/five levels)
Duration: 1 battle round/level
Chill Metal This spell creates a 20-foot-high spread of dense fog that fills
Range: Close (caster’s square or an adjacent square) one square, like a fog cloud spell. The spell affects only living crea-
Duration: Instantaneous (1 battle round) tures in contact with the fog. Its exact effect depends upon the Hit
All the targets for this spell must be in the same square. Each Dice of those creatures, as follows.
member of a unit takes 4 cold damage factors from this spell, and 3 or Fewer Hit Dice: Any creature in this category dies if it
each individual takes 8d4 points of cold damage. A successful Will enters the fog or starts its turns there.
save by a combatant or an unattended magic item negates the effect. 4–6 Hit Dice: A creature in this category must save or die if it
If a creature takes any fire damage during the battle round after starts its turn in the fog or if it enters the fog. Even with a success-
receiving this spell, the cold and fire damage negate each other on a ful save, each member of a unit takes 2 points of Constitution dam-
one-for-one basis. (That is, 1 hit point of cold damage and 1 hit age, and an individual takes 1d4 points of Constitution damage.
point of fire damage negate each other, and 1 cold damage factor 7+ Hit Dice: Any creature in this category must save if it starts its
and 1 fire damage factor negate each other.) turn in the fog, if it enters the fog, or if it ends its turn there. Failure
An individual that has joined a unit cannot function as the tar- means the creature takes Constitution damage (2 points for a member
get for this spell unless she or her unit is in melee contact with the of a unit, or 1d4 points for an individual). Success halves that damage.
caster or the caster’s unit (if any). Each round upon activation of the caster, the deadly fog moves
100 feet directly away from wherever the caster was when she fin-
ished casting the spell. The fog cannot move up inclines or cross
84 Cry Havoc
solid barriers more than 20 feet high. It affects creatures in squares Cure Light Wounds
through which it passes as though they had entered the fog. Range: Touch
Duration: Instantaneous
Confusion A wounded unit member receiving this spell recovers 1 or 2 dam-
Range: Medium (two squares + one square/five levels) age factors, as given on the following table.
Duration: 1 battle round/10 levels, minimum 1 battle round
A confused unit (see the note on mind-affecting spells, page 78) Caster Level Damage Factors
acts as a confused creature does. If it must attack the nearest crea- 1st–4th 1
ture, it attacks itself. 5th+ 2
Control Water Only living combatants can benefit from this spell. An undead takes
Range: Long (eight squares + one square/level) damage from it equivalent to the amount it otherwise would heal.
Duration: 10 battle rounds/level (D)
This spell allows the caster to manipulate water features in a vol- Cure Light Wounds, Mass
ume equal to one square per five caster levels, up to 4 feet deep. A Range: Close (caster’s square or an adjacent square)
caster who can manipulate water in more than one square can Duration: Instantaneous
shape the volume as desired to gain extra depth. All the creatures receiving this spell must be in the same square.
A whirlpool created by this spell functions as a strong current Upon receiving it, each wounded unit member that the caster des-
(see page 68) that affects creatures 50 feet away per 4 feet of depth, ignates recovers 2 or more damage factors, as shown below:
drawing swimmers into its square. For example, an 8-foot-deep
whirlpool creates a current that affects swimmers 100 feet away. Caster Level Damage Factors
When employed against water elementals, control water affects 9th–10th 2
every such creature in the square or squares that the spell covers. 11th–15th 3
(This is an exception to the rule about the number of creatures 16th–20th 4
affected by an area spell.) 21st+ 5
Control Winds This spell damages an undead combatant to the same extent
Range: 40 feet/level, rounded down to the nearest multiple of 50 feet that it would cure a living creature.
Duration: 10 battle rounds/level
The caster must center the large area of this spell on one corner Cure Moderate Wounds
of the square she occupies at the time of casting. If she chooses to This spell functions like cure light wounds, except that it cures dam-
create the eye of calm air option, the eye covers an area of four age factors as shown on the following table.
squares, one of which must be the caster’s square.
Caster Level Damage Factors
Cure Critical Wounds 3rd–5th 2
This spell functions like cure light wounds, except that it cures dam- 6th–10th 3
age factors as shown on the following table.
Cure Moderate Wounds, Mass
Caster Level Damage Factors This spell functions like mass cure light wounds, except that it cures
7th–11th 5 damage factors for each subject as shown on the following table.
12th–16th 6
17th+ 7 Caster Level Damage Factors
11th–15th 4
Cure Critical Wounds, Mass 16th–20th 5
This spell functions like mass cure light wounds, except that it cures 21st–26th 6
damage factors for each subject as shown on the following table. 27th+ 7
The caster must make a melee touch attack to affect a foe. When Effect Adjustments for Use in Unit Combat
attacking a unit, he uses Table 3–3 or 3–4 as appropriate but does Deafened Lasts 1 battle round
not include his Strength modifier in the calculation of his attack roll Blinded Lasts 1 battle round
result. His weapon damage modifier varies with caster level, as follows. Paralyzed Lasts 1d10 battle rounds
Killed Works normally, killing living creatures
Caster Level Weapon Damage Modifier and destroying undead creatures
3rd–11th +1 Banishment Removes combatants from the battle
12th–20th +2
Implosion
Flaming Sphere Range: Close (caster’s square or an adjacent square)
Range: Medium (two squares + one square/five levels) Duration: Instantaneous (1 battle round)
Duration: 1 battle round/10 levels, minimum 1 battle round The caster can use this spell on up to four creatures from an
When employed against a unit, this spell affects all the creatures enemy unit, selected during the round of casting.
in one square, dealing 2 fire damage factors to each. The creatures
in the target square take no damage if the unit makes a successful Incendiary Cloud
saving throw. Range: Medium (two squares + one square/five levels)
Duration: 1 battle round/10 levels
Fog Cloud This spell creates a 20-foot-high spread of dense fog that fills one
Range: Medium (two squares + one square/five levels) square, like a fog cloud spell, except the hot vapors deal fire damage.
Duration: 1 battle round/level The fog damages combatants that enter it or start their turns
The spell creates a 20-foot spread of dense fog that fills one within it. Each such individual takes 4d6 points of fire damage, and
square. A moderate wind (11–20 mph) disperses the fog in 1 battle each affected creature in a unit takes 4 fire damage factors.
round. A strong wind (21+ mph) disperses it immediately, making Each round that the spell lasts, the burning fog moves 100 feet
the spell ineffective in such conditions. directly away from wherever the caster was when he completed the
spell. The fog cannot move up inclines or cross solid barriers more
Forcecage than 20 feet high. It affects creatures in squares through which it
Range: Close (caster’s square or an adjacent square) passes as though they had entered the fog. If the caster uses a move
Duration: Two hours/level (D) action, he can make the fog move 600 feet in any direction he likes.
Either version of this spell effectively eliminates any creatures
trapped inside its confines from their units. Inflict Critical Wounds
This spell functions like inflict light wounds, except that it deals dam-
Ghost Sound age factors as shown on the following table.
Range: Close (caster’s square or an adjacent square)
Duration: 1 battle round/10 levels (D), minimum 1 battle round Caster Level Damage Factors
The spell can fill one square with confusing sounds that inter- 7th–11th 5
fere with the transmission of orders. A commander in the square 12th–16th 6
takes a –5 penalty on command checks unless he successfully saves 17th+ 7
against the spell.
Inflict Critical Wounds, Mass
Heat Metal This spell functions like mass inflict light wounds, except that it deals
This spell functions like chill metal, except that it deals fire damage damage factors to each subject as shown on the following table.
and negates cold damage.
Caster Level Damage Factors
Holy Smite 15th–16th 6
Range: Long (eight squares + one square/level) 17th–21st 7
Duration: Instantaneous (1 battle round) 22nd–26th 8
In addition to dealing damage as noted in the spell description, 27th–31st 9
holy smite also blinds evil creatures for 1 battle round. 32nd–36th 10
37th+ 11
Holy Word
Range: 40 feet Inflict Light Wounds
Duration: Instantaneous (1 or 1d10 battle rounds) Range: Touch
The spell’s effects on creatures depend on their Hit Dice, as Duration: Instantaneous
noted in the spell description. In unit combat, the details for these A living combatant receiving this spell takes 1 or 2 damage fac-
various effects are as given on the table that follows: tors, as given on the following table.
Chapter Four: Battlefield Magic
89
Caster Level Damage Factors Caster Level Damage Factors
1st–4th 1 13th–16th 5
5th+ 2 17th–21st 6
22nd–26th 7
This spell heals an undead combatant to the same extent that it 27th–31st 8
would damage a living creature. 32nd+ 9
that makes a successful saving throw is unaffected, even if it remains checks, though it counts as hard going. The ice traps and entangles
in the fog. If it leaves and re-enters, however, it must save again. any creatures that were swimming on the surface at the time of
casting. Breaking loose requires a double action and a successful
Mirror Image Strength or Escape Artist check (DC 25 for either). The ice persists
Range: Personal for 1 battle round.
Duration: 1 battle round/level, or until enemies destroy the images Otil’s freezing sphere also freezes quicksand or mires. The effect is
When an enemy combatant attacks the caster, each image identical to that for freezing water, except that a frozen mire or
negates one hit. quicksand does not count as not hard going.
Treat mud created by this spell as a mire, and treat loose dirt as Standard Action: Acid rains down in the squares the storm cov-
hard going. ers, dealing 1 acid damage factor to each member of a unit (regard-
less of size) and 1d6 points of acid damage to each individual.
Solid Fog Six bolts of lightning also strike within the area. Each of these
Range: Medium (two squares + one square/five levels) affects one target creature—either an individual or a single creature
Duration: 1 battle round/level within a unit. The caster must direct each bolt at a different target,
This spell creates a 20-foot-high spread of dense fog that fills but the next target can be another creature within the same unit as
one square and also slows movement. Combatants must stop mov- the first. A lightning bolt deals 7 electricity damage factors to a tar-
ing before entering the square. It takes a move action to enter the get within a unit, or its normal damage to an individual.
square and another move action to leave it. A combatant cannot Hailstones rain down in the area, dealing 3 bludgeoning damage
adjust position into or out of the fog. factors to each unit and 5d6 points of bludgeoning damage to each
A severe wind (31+ mph) disperses solid fog immediately, making individual.
the spell ineffective in such conditions. Double Action: The spell has all the effects detailed above. In
addition, precipitation fills the area, blocking vision as though it
Spike Growth were dense fog.
Range: Medium (two squares + one square/five levels)
Duration: 1 hour/level (D) Sunbeam
This spell can create a barrier or fill squares with spiky growth. Range: 60 feet
A unit crossing a barrier created by this spell takes 1 damage factor. Duration: 1 battle round/10 levels, minimum 1 battle round
A unit crossing a whole square filled with spike growth takes 3 dam- Releasing one beam from this spell is a standard action. With a
age factors. double action, the caster can release all the beams available. If he
If a combatant damaged by this spell fails a Reflex save, it can releases two beams into the same square during the same battle
move at only half speed, as noted in the spell description. round, the spell affects all the creatures in the square.
Blindness resulting from this spell doesn’t affect a unit unless
Spike Stones the majority of its creatures receive that effect.
This spell functions like spike growth, except that a barrier deals
3 damage factors to a unit crossing it, and a square filled with the Symbol
effect deals 6 damage factors. The caster can place any of the various symbol spells at the corner of one
square. Each fills the four squares adjacent to that point when triggered.
Spiritual Weapon All symbols remain active at least 1 battle round, and their effects
Range: Medium (two squares + one square/five levels) apply for at least 1 battle round. Some may last longer, as noted in
Duration: 1 battle round/10 levels (minimum 1 battle round) their descriptions.
A combatant using this spell makes melee attacks at the spell’s
range. When attacking a unit, the subject uses Table 3–3 or 3–4 as Sympathetic Vibration
appropriate but does not include its Strength modifier in the cal- Range: Touch
culation of its attack roll result. The subject’s weapon damage Duration: 1 battle round/10 levels, minimum 1 battle round
bonus is +1. Sympathetic vibration deals 2 damage factors per caster level to a
structure, but not more than 10 in a single battle round.
Stinking Cloud
Range: Medium (two squares + one square/five levels) Sympathy
Duration: 1 battle round/10 levels, minimum 1 battle round Range: 150 feet
This spell functions like fog cloud, except that the vapors are nau- Duration: 2 hours/level (D)
seating. Any living creature entering the cloud or starting its turn This spell renders a 150-foot cube on the battlefield (three
there must make a successful Fortitude save or become nauseated. squares wide, three squares long, and 150 feet high) irresistible to a
This effect lasts as long as the creature remains in the cloud and for certain kind of creature, or to creatures of a certain alignment (see
1 battle round thereafter. the spell description for details). The caster designates the restric-
tion upon casting the spell.
Storm of Vengeance Whenever a combatant of the designated kind tries to enter the
Range: Long (eight squares + one square/level) area, it must make a saving throw. If the save fails, it must stay in
Duration: 1 battle round the area for the duration of the spell. It can move around in the
The effect covers an area 14 squares wide and 14 squares long, area and fight, but it cannot leave while the spell lasts.
centered on the corner of a square the caster selects. A successful save allows the combatant to enter and move through
To get the full effect of the spell, the caster must use a double the area normally, but it must make a new saving throw 1d6 battle
action, but she can simply cast the spell as a standard action and rounds later. If this save succeeds, the combatant is free of the
get fewer effects if desired, as noted below. enchantment so long as it does not later re-enter the spell’s area. If this
Chapter Four: Battlefield Magic
93
second save fails, the combatant must return to the area, moving True Strike
toward it by the shortest path. The combatant can make ranged attacks Range: Personal
or cast spells while returning, but it cannot move into melee contact Duration: 1 battle round or until discharged
with foes—instead, it moves around foes so it can return to the area. On the battlefield, this spell lasts until the caster’s next turn, or
An affected combatant that begins its turn in melee contact with a foe until he makes an attack of opportunity. If employed against a unit,
can attack it, but it must resume moving toward the spell area after this spell negates any miss chance the caster might suffer because
breaking melee contact. Once the combatant returns to the area, it of the foe’s concealment and grants a +2 bonus on attack rolls.
is entitled to a new saving throw, and the process repeats itself.
Unholy Blight
Telekinesis Range: Long (eight squares + one square/level)
Range: Long (eight squares + one square/level) Duration: Instantaneous (1 battle round)
Duration: Instantaneous In addition to dealing damage as noted in the spell description,
The violent thrust version of this spell works like a ranged unholy blight also sickens good creatures for 1 battle round.
attack. Each casting functions as though the caster were attacking
as an individual, using Table 3–4, even if the caster is a member of a Wall of Fire
unit. If an entire unit casts this spell, use Table 3–3 or Table 3–4, as Range: Medium (two squares + one square/five levels)
appropriate, to resolve attacks. The bonus on attack rolls is the Duration: Concentration + 1 battle round/10 levels, minimum
user’s base attack bonus + caster level + her spellcasting key ability 1 battle round after concentration ceases
(Intelligence, Wisdom, or Charisma). The sheet version of this spell creates a straight, 20-foot-high, ver-
tical barrier across one square per 50 feet of length (rounded down
Transmute Metal to Wood to the nearest multiple of 50 feet). This sheet must always be a flat
Range: Long (eight squares + one square/level) plane, though the caster can shape its edges to fit the available space.
Duration: Instantaneous The ring version of the spell encloses an area that varies with the
If this spell affects the majority of the creatures in a unit caster level, as given on the following table.
equipped with metal weapons, that unit takes a –3 penalty on attack
rolls for the rest of the battle, or until its members get new weapons. Caster Level Squares*
If this spell affects the majority of the creatures in a unit 7th–15th 1
equipped with metal armor, that unit takes a –2 penalty to Armor 16th–23rd 2 × 2 (4)
Class for the rest of the battle, or until its members get new armor. 24th–31st 3 × 3 (9)**
* Represents the maximum size, but the caster can make a smaller ring if desired.
Transmute Mud to Rock ** Increase the dimension by one square for every eight levels beyond 24th.
Range: Medium (two squares + one square/five levels)
Duration: Permanent A unit in the same square with the hot side of the wall takes 1 fire
This spell converts mires and quicksand to smooth, open damage factor per creature (no saving throw). Each creature in a unit
ground. Any combatant trapped in the quicksand or mud when the passing through the wall takes fire damage factors equal to 3 + 1/five
spell strikes must make a successful Reflex save to escape. Failure caster levels beyond 7th (maximum 5 damage factors; no saving
leaves it trapped in the resulting stone. throw). A unit passing through the wall from the hot side takes
Treat a combatant trapped on the surface as entangled. Breaking damage from being in the same square with the wall and from pass-
loose requires a double action and a successful Strength or Escape ing through it. If the caster places the wall in an occupied square, the
Artist check (DC 28). combatant there takes damage as though it were passing through
A combatant trapped below the surface must make a the wall, but it may attempt a Reflex save to halve the damage.
Constitution check (DC 15) or take 1d6 points of damage (if an Any section of the wall that takes 4 or more cold damage factors in
individual) or 1 damage factor (if a unit). Such a combatant must a single battle round goes out, but the rest of the wall remains intact.
make a check at the same DC each battle round thereafter until
freed or dead. A combatant with a burrow speed can free itself as a Wall of Force
standard action if it can burrow through stone, but other combat- Range: 10 feet/level
ants must rely on others to free them. Freeing a combatant literally Duration: 1 battle round/10 levels, minimum 1 battle round
requires chipping it out of the stone. A 10-foot-by-10-foot section This spell produces a straight, vertical barrier at least 10 feet
of stone created by this spell has a hardness of 8, 18 damage fac- high that extends across one square per 50 feet of length (rounded
tors, and a Break DC of 35. down to the nearest 50 feet). This barrier must always be a flat
plane, though the caster can shape its edges to fit the available
Transmute Rock to Mud space. The caster can sacrifice length to get extra height, if desired.
Range: Medium (two squares + one square/five levels) For example, a 10th-level caster can create a wall 100 feet long and
Duration: Permanent 10 feet high, or a wall 50 feet long and 20 feet high, or any combi-
This spell converts a rocky area into a mire. nation that produces the same area.
94 Cry Havoc
A wall of force is invisible and unclimbable (but see below). A Wall of Stone
combatant that unexpectedly encounters a wall of force takes no Range: Medium (two squares + one square/five levels)
damage, but the barrier is impassable unless the combatant can treat Duration: Instantaneous
it as a low or negligible barrier. In this case, a combatant can cross This spell can produce a vertical barrier at least 5 feet high that
the wall in the usual manner (see page 70) but cannot stop atop it. extends across one square per 50 feet of length (rounded down to
the nearest 50 feet). The wall is 1 inch thick per four caster levels.
Wall of Ice The wall can be any shape the caster desires, but it must merge with
Range: 10 feet/level existing stone that provides solid support; otherwise the spell fails.
Duration: 1 battle round/10 levels, minimum 1 battle round The caster can sacrifice length to get extra height, if desired. For
The sheet version of this spell produces a straight, vertical barri- example, a 10th-level caster can create a wall 100 feet long and 5
er at least 10 feet high that extends across one square per 50 feet of feet high, or a wall 50 feet long and 10 feet high, or any combina-
length (rounded down to the nearest 50 feet). This barrier must tion that produces the same area. Also, the caster can double the
always be a flat plane, though the caster can shape its edges to fit wall’s area by halving its thickness.
the available space. The caster can sacrifice length to get extra Each 10-foot section of the wall has 3 damage factors per inch of
height, if desired. For example, a 10th-level caster can create a wall thickness, a hardness of 8, and a Break DC of 20 + 2 per inch of
100 feet long and 10 feet high, or a wall 50 feet long and 20 feet thickness.
high, or any combination that produces the same area. The caster can use a wall of stone to bridge a chasm, or as a ramp.
The hemisphere version of the spell encloses an area that varies If the span of such a construction is more than 20 feet, the caster
with the caster level, as given on the following table: must arch and buttress the wall. This requirement reduces the
spell’s area by half.
Caster Level Squares*
7th–16th 1/2 Wall of Thorns
17th–36th 1 Range: Medium (two squares + one square/five levels)
37th–57th 2 × 2 (2)** Duration: 1 battle round/10 levels, minimum 1 battle round
* Represents the maximum size, but the caster can make a smaller ring if desired.
This 10-foot-high, thorny barrier can be any shape and as thin
** Increase the dimension by one square for every 20 levels beyond 37th.
as 5 feet. It works like a hedgerow, except as follows.
Moving through the thorns requires a double action, during
A 10-foot section of either version of this spell has a hardness which the combatant can make up to five Strength checks. For
of 8, one damage factor per two caster levels, and a Break DC of 15 every 5 points by which a Strength check result exceeds 20, the
+ caster level. combatant moves 5 feet through the thorns. However, it takes dam-
Each creature in a unit breaking through the sheet version of the age as if moving through a low barrier of stakes for each double
spell or passing though the breach thus created takes cold damage action spent trying to move through the wall of thorns—whether
factors equal to 2 + 1/five caster levels beyond 7th (maximum four successful or not.
factors). The hemisphere version of the spell deals no damage. A unit moving though the thorns makes a single Strength check
The caster cannot place a wall of ice in a square containing a for the entire unit each time it must attempt one. The entire unit
unit. If cast in a square containing an individual, the latter can moves together through the thorns, and once any part of the unit
attempt a Reflex save. Success disrupts the casting of the wall. emerges from them, the whole unit is free of them.
If the caster places the wall of thorns such that a unit or individual
Wall of Iron is within its area when it appears, the wall traps the combatant. Any
Range: Medium (two squares + one square/five levels) unit or individual so trapped must push its way out of the thorns. If
Duration: Instantaneous a unit is trapped this way and the thorns are narrower than its
This spell produces a straight, vertical barrier at least 5 feet high space, it can escape the thorns by moving the equivalent of 5 feet
that extends across one square per 50 feet of length (rounded down through them. Doing so, however, still requires a double action.
to the nearest 50 feet). The wall is 1 inch thick per four caster levels.
This barrier must always be a flat plane, though the caster can Waves of Exhaustion
shape its edges to fit the available space. It must merge with exist- Range: 60 feet
ing material that provides solid support; otherwise the spell fails. Duration: Instantaneous
The caster can sacrifice length to get extra height, if desired. For This spell has no effect on a unit unless the majority of its crea-
example, a 10th-level caster can create a wall 100 feet long and 5 tures have received the spell.
feet high, or a wall 50 feet long and 10 feet high, or any combina-
tion that produces the same area. Also, the caster can double the Waves of Fatigue
wall’s area by halving its thickness. Range: 60 feet
Each 10-foot section of the wall has 6 damage factors per inch of Duration: Instantaneous
thickness, a hardness of 10, and a Break DC of 25 + 2 per inch of This spell has no effect on a unit unless the majority of its crea-
thickness. tures have received the spell.
Chapter Four: Battlefield Magic
95
Web Effect Adjustments for Use in Unit Combat
Range: Medium (two squares + one square/five levels) Deafened Lasts 1 battle round
Duration: 10 battle rounds/level Stunned Lasts 1 battle round
This spell proves mostly ineffective outdoors, though woods, Confused Lasts 1d10 battle rounds
swamps, thickets, rows of trees, and hedgerows can all provide the Killed Works normally, killing living creatures
necessary anchor points. and destroying undead creatures
If the caster places the web so as to catch a combatant in its Banishment Removes combatants from the battle
area, that unit or individual must make a successful Reflex save or
become stuck in the webbing. A stuck combatant is entangled and Zone of Silence
cannot move. Pulling free of the webbing requires a double action Range: Personal
and a successful Strength check (DC 20) or Escape Artist check Duration: 1 hour/ level (D)
(DC 25). On the battlefield, this spell affects only the caster, warding her
If not stuck, a combatant can move slowly through the webs. against sonic and language-dependent effects. If she tries to give
Doing so requires a double action, during which the combatant any orders while using this spell, she takes a –5 penalty on her
can make up to five Strength checks. For every 5 points by which command check.
a Strength check result exceeds 10, the combatant moves 5 feet
through the webs. New Spells
A unit moving though the webs makes a single Strength check Both commanders with spellcasting ability and spellcasting units
for the unit each time it must attempt one. The entire unit moves may find these new spells useful on the battlefield.
together through the webs, and once any part of it emerges from
them, the whole unit is free of them. Antimagic Shield
A unit stuck in webs that are narrower than its space can escape Abjuration
by moving the equivalent of 5 feet through them (after getting Level: Brd 5, Clr 6, Sor/Wiz 5
unstuck). Doing so, however, still requires a double action. Components: V, S, M/DF
Webs provide concealment and cover like a hedgerow, except Casting Time: 1 standard action
that a full square of webs between a combatant and an attacker Range: Medium (100 feet + 10 feet/level)
provides total cover and total concealment. Effect: Immobile barrier 10 feet high and 50 feet long/five levels
Duration: 1 battle round/level (D)
Whirlwind Saving Throw: None
Range: Long (eight squares + one square/level) Spell Resistance: No
Duration: 1 battle round/10 levels You bring into being a shimmering barrier that blocks line of effect
The cyclone effect from this spell moves 600 feet per battle for all magic, as an antimagic field does. Though the barrier is visible, it
round and affects an area one square wide. It dissipates immediate- provides no concealment. No spell or other magical effect that requires
ly if it goes out of range. line of effect can cross it in any direction, but it does not affect magic
The cyclone affects units like an area spell, dealing damage as it items carried by creatures that move through it or effects already func-
enters the squares the units occupy. It can eliminate creatures from tioning on them, including touch spells they are holding. Likewise, the
units by sucking them into itself. A victim that survives this process barrier does not affect weapons or projectiles fired or swung through it.
can attempt to rejoin its unit (or another like it) in the same man- The barrier is immobile and must always be a flat plane, but you
ner as a creature revived from near death (see page 44). can create it in any orientation and shape it to include one angle of
45° or 90° for every 50 feet of length. You can also double the barri-
Wind Wall er’s length by halving its height, or vice versa, though it must
Range: Medium (two squares + one square/five levels) always remain at least 50 feet long. The barrier must be contiguous
Duration: 1 battle round/10 levels, minimum 1 battle round and unbroken when formed.
This spell produces a vertical barrier with a height of at least 5 Material Component: A small sheet of lead or iron
feet per caster level that extends across one square per 50 feet of
length (rounded down to the nearest 50 feet). The barrier does not Battlefield Courage
have to be a straight line. Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Cleric 1
Word of Chaos Components: V, S, M/DF
Range: 40 feet Casting Time: 1 standard action
Duration: Instantaneous (1 or 1d10 battle rounds) Range: Medium (100 feet + 10 feet/level)
The spell’s effect on creatures depends on their Hit Dice, as Targets: One living creature, or one unit of 10 creatures
noted in the spell description. In unit combat, the details for these Duration: 1 battle round/level or until discharged (D)
effects are as follows: Saving Throw: None
Spell Resistance: Yes
96 Cry Havoc
When cast upon a single creature, this spell enables the subject The barrier does not affect magic weapons that have the poten-
to ignore the next fear effect it receives. If subjected to multiple fear tial to release energy upon striking a target, such as a burst weapon.
effects simultaneously, the subject may choose one of them to ignore. Nor does it interfere with energy continuously generated from a
This spell’s target also can be a unit of 10 creatures. This version creature’s body, such as a fire elemental’s fiery touch—though such
of the spell allows the unit to automatically pass the next morale a creature saps part of the barrier’s capacity upon passing through
check it must make during unit combat. it. For example, a Large fire elemental passing through a fire energy
Neither version of the spell works on creatures that are already shield deals 2d6 points of fire damage to the barrier, as though it
cowering, frightened, panicked, or shaken. had touched it.
Material Component: A small cube of oak or iron The barrier is immobile and must always be a plane, but you can
create it in any orientation and shape it to include one angle of 45°
Energy Shield or 90° for every 50 feet of length. You can also double the barrier’s
Abjuration length by halving its height, or vice versa, though it must always be
Level: Brd 3, Clr 3, Sor/Wiz 3 at least 50 feet long. The barrier must be contiguous and unbroken
Components: V, S, M/DF when formed.
Casting Time: 1 standard action Material Component: A small prism of olivine
Range: Medium (100 feet + 10 feet/level)
Effect: Immobile barrier 10 feet high and 100 feet long/five levels Featherfeet
Duration: 1 battle round/level or until discharged (D) Transmutation
Saving Throw: None Level: Brd 5, Clr 5, Sor/Wiz 5
Spell Resistance: No Components: V, S, M/DF
You bring into being a shimmering barrier that blocks line of Casting Time: 1 standard action
effect for any spell or magical effect with an energy descriptor desig- Range: Medium (100 feet + 10 feet/level)
nated at the time of casting (acid, cold, electricity, fire, or sonic). Targets: One creature/level, no two of which can be more than
Though the barrier is visible, it provides no concealment. 30 feet apart
The barrier takes on a color and pattern according to the kind of Duration: 10 battle rounds/level (D)
energy it blocks, as given on the following table. Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Energy Blocked Color/Pattern The transmuted creatures can move and act without breaking
Acid Greenish-yellow waves through the surface that supports them.
Cold Red-orange swirl The subjects cannot fly or walk on air, but they move at their
Electricity Bands of blue and yellow normal land speed across any solid, liquid, or semisolid surface,
Fire Blue-purple waves such as water, mud, or snow. They do not fall when crossing slick
Sonic Rings of violet and white surfaces, including areas covered by grease or sleet storm spells.
Rough surfaces do not slow the subjects, but foliage or similar
Whenever the line of effect for any spell, spell-like ability, super- impediments protruding above the surface slow them normally. For
natural ability, or other magical effect with the warded energy example, loose rock or shifting sand would not slow the transmut-
descriptor would cross the barrier, it prevents the passage of that ed creatures, but a forest or thicket would.
effect by absorbing its energy. The barrier likewise absorbs any non- A creature affected by this spell can also climb as though it had a
magical energy of the designated type that would otherwise pass climb speed equal to one-half its land speed. However, this spell
thorough it. does not allow the subject to move along ceilings or climb surfaces
The barrier can withstand 25 points of damage per caster level with slopes greater than 90°.
(to a maximum of 250 points at 10th level) before collapsing. Roll The subject gains a +5 circumstance bonus on Move Silently
the damage from the energy as soon as the effect strikes the barrier. checks. It can safely traverse weak floors or areas protected by traps
If the energy deals more damage than the barrier can withstand, it triggered by weight, such as pressure plates or covered pits. If
absorbs as much as it can, and the remainder of the energy passes someone tries to track the recipient, the base tracking DC is at least
through. Any saving throw allowed still applies, in that case. For 15 (as firm ground), unless the surface the subject has traversed has
example, suppose a spellcaster repeatedly strikes a fire energy shield a higher DC (such as hard ground).
with fireball spells until it has only 22 points of absorption capacity Material Component: A small sheet of parchment or rice paper
remaining. If another fireball from a 10th-level caster comes into
contact with the barrier, roll 10d6. If the result is, say, 38 points of Rally
damage, the barrier absorbs 22 points and collapses as the fireball Enchantment (Compulsion) [Mind-Affecting]
passes through. The fireball bursts where the caster aimed it, but it Level: Brd 2, Cleric 2
can now deal only 16 points of damage (38 – 22 = 16). Any creature Components: V, S, M/DF
caught in the burst takes 16 points of fire damage, though it can Casting Time: 1 standard action
still attempt the normal Reflex save for half damage. Range: Medium (100 feet + 10 feet/level)
Chapter Four: Battlefield Magic
97
Targets: One living creature, or one unit of 10 creatures Monster Special Abilities
Duration: Instantaneous This section discusses special abilities for monsters and their use
Saving Throw: None on the battlefield.
Spell Resistance: Yes
When cast upon a single creature, this spell ends any fear effect Special Attacks
currently afflicting it, provided that you make a successful caster level Most special attacks require a standard action to use, but some
check (maximum +10) against a DC of 11 + the fear effect’s caster level. work in conjunction with a combatant’s other attacks (such as nat-
When cast upon a unit of 10 creatures that has failed its morale ural weaponry), as noted in the MM and DMG.
check and is routing, the spell rallies the unit immediately, provided
that you make a successful caster level check against DC 15. Such a Ability Score Loss, Ability Drain,
rallied unit is ready to act upon its next activation.
Material Component: A small oak or iron whistle or horn and Ability Damage
When a unit has a melee or ranged attack that can affect an ability
Turn or Rebuke Undead score, increase its weapon damage modifier by the amount of ability
The ability to turn undead can make undead combatants flee just as loss, drain, or damage. This procedure reflects the impact of the
though they were living creatures under the influence of fear ability-sapping effect on the defenders. If the attack allows a saving
effects. Except where noted otherwise, the following discussion of throw to negate or reduce the effect, record two attack bonuses for
turning applies equally to attempts to rebuke undead. the unit—one for when the ability attack is in effect, and one for
when it is not. The defending unit makes a saving throw against
Basic Parameters the effect just before the attack roll, and the result determines
Turning affects undead units or individuals in the turning combat- which attack bonus the attacker uses.
ant’s square and/or in an adjacent square, as the turning combatant When a unit of creatures that can inflict ability loss, drain, or
chooses. The process requires the usual turning check and turning damage attacks an individual, the victim takes the appropriate loss,
damage roll against the target undead. drain, or damage for each hit the unit scores. When such a unit
attacks another unit, each hit inflicts the ability loss, drain, or dam-
Individual Undead age on the wounded creature, but there is no effect upon the unit as
Turning affects undead individuals just as it would in individual a whole, in most cases.
combat. Permanent Ability Drain: When a unit that can drain ability
points damages another unit, it gains 1 damage factor for every 2
Undead Units damage factors it inflicts on the enemy unit (minimum 1). These
An undead unit must make a morale check after the turning com- damage factors heal wounded creatures in the acting unit. If the
batant’s attack, just as though it had taken damage from it (even attacking unit has no wounded creatures, it gains temporary hit
though undead units generally don’t check morale). A –1 penalty points, divided as evenly as possible among all its creatures, start-
applies to the check for each undead creature affected in the unit. ing with the one at the top of the unit’s damage track on the Unit
If the undead unit fails its morale check, it routs, regardless of the Record Sheet.
degree of failure. The rout lasts a maximum of 1 battle round. A routed
undead unit recovers automatically upon its next activation as a move Breath Weapon
action. A successful attempt to dispel the turning by a creature with the A creature with a breath weapon can use it a maximum of once per
ability to rebuke undead allows the routing undead unit to recover as a battle round. If it normally must wait more than one minute
free action, provided that the dispelling affects the majority of the unit. between breaths, use the longer interval instead, rounded down to
Destroying Undead: A turning attempt can also destroy undead the nearest minute.
outright. Destroying undead creatures in this manner eliminates Breath weapons work just like area spells of the same shape and
them from their units. size (see Aiming a Spell in Unit Combat, page 74).
Rebuking Undead: Rebuking undead works just like turning, A line-shaped breath weapon affects the user’s square and
except that an undead unit that fails its morale check cowers in extends into at least one adjacent square. The effect may extend
place, regardless of the degree of failure. into other squares as well, depending on the length of the line
Controlling Undead: Controlling undead works like rebuking, (rounded down to the nearest multiple of 50 feet, but always at
except that a combatant that affects the majority of an undead unit in least one square). A line affects half the creatures in a square, but
this manner can control the entire unit. Maintaining control requires not the one breathing or its allies.
a move action each round. The level of control is similar to what a A cone-shaped breath weapon, like a cone spell, affects an area
charm effect (see page 79) would grant over a living creature, except according to its length, as follows.
that the controlling combatant must use a move action each battle 15 Feet or Less: This fairly small cone fans out and covers one-
round. The combatant can issue one order to a controlled undead half of a square adjacent to the user, or half the user’s own square.
unit each round as part of the move action it uses to control the unit, If directed at an enemy unit that is in melee contact with the user,
and additional orders as noted in the rules for commanders. the cone covers the equivalent of an entire square.
98 Cry Havoc
15 to 30 Feet: This cone fans out and covers two squares, both of Gaze
which must be adjacent to the user’s square and share one common A gaze attack works like an emanation with a radius equal to its
side with each other. The user also can affect its own square plus range. If the range is less than 40 feet, it works only against foes in
one adjacent square, though the breath weapon does not affect the melee contact with the user.
user or any allies in the user’s square. Each creature that comes within range of the gaze attack must
30 to 60 Feet:The cone covers three squares that all share one com- make its saving throw immediately upon doing so. Foes make their
mon corner with the user’s square, or the user’s square and two adjacent saving throws just before making melee contact (either just before a
squares (as described for a 30-foot cone, see page 76), or one square combatant with a gaze attack moves into melee contact with a foe, or
adjacent to the user’s square plus the square to either side. The breath vice versa). A combatant that starts its turn within range of a gaze
weapon does not affect the user or any allies in the user’s square. attack must save against the effect immediately upon activation.
More Than 60 Feet: This breath weapon works like a 60-foot cone, Just before making the saving throw, a combatant can avert its
except it covers an extra band of squares, all of which lie two squares eyes or cover them completely, if desired. A combatant that averts
away from the user’s square. For every 50 feet of extra length beyond its eyes has a 50% chance to avoid the gaze (negating the need for a
100 feet, the cone covers an extra band of squares in the same manner. saving throw), but it has a 25% miss chance against the foe with
the gaze attack. The combatant can attack another foe, but it has
Constrict the same 25% miss chance if the enemy with the gaze attack blocks
This ability increases the user’s weapon damage modifier for grapple its line of sight to the alternate foe. The miss chance lasts until the
attacks. Add the average damage for the constriction to the average next activation of the unit that is averting its eyes. A combatant
weapon damage when calculating the user’s weapon damage modi- that covers its eyes becomes blind for 1 battle round, but it need not
fier (minimum increase +1). make a saving throw against the gaze attack.
If the combatants subjected to a gaze attack do not avoid it by
Energy Drain one of the means described above, it affects those that fail their sav-
This attack works like an ability drain attack. A unit’s weapon dam- ing throws before any melee takes place. When a unit fails the save,
age modifier increases by +2 for every level its creatures can drain. all its creatures suffer the effects of the attack. A gaze attack affects
For example, a unit of spectres, each of which can drain two levels, an individual normally.
has a +2 weapon damage modifier. An energy-draining unit gains
damage factors when it damages another unit, as described in the Improved Grab
Ability Drain entry. When a combatant with the improved grab ability damages another
combatant, the two must make an opposed grapple check (see the
Fear Grapple section in Chapter Three). If the attacker wins the opposed
Most fear attacks work like the fear spell, except that they may affect check, it deals additional damage against the defender, as indicated
different areas. by the grapple check result. When a unit uses improved grab
Fear Cone or Ray: An attack in either of these categories works against another unit, one attacker grapples any defender left
just like a cone or ray spell of the appropriate size. (See Breath wounded after a successful grapple check.
Weapons, above, for notes on dealing with very large cones.)
Fear Aura: A fear aura works like an emanation with the appro- Paralysis
priate radius. A combatant subjected to a fear aura makes its saving Most paralysis attacks work in conjunction with a combatant’s
throw immediately upon coming within range. melee attacks. When used by a unit against another unit, an attack
An aura with a range of less than 40 feet is effective only against that inflicts paralysis increases the attacker’s weapon damage modi-
creatures in melee contact with the user. Each foe makes its saving fier by +2. Any member of the defending unit left wounded by such
throw just before melee contact (either just before a combatant with an attack must save against the paralysis or become paralyzed for 1
a fear effect moves into melee contact with the foe, or vice versa). battle round per minute that the paralysis would normally last,
Units that fail the resulting morale checks (if any) must fall back, rounded down to the nearest full minute (minimum 1 battle
move, or rout immediately upon failing the check. A combatant that round). A paralyzed creature counts as a casualty when the dam-
starts its turn within range of a fear aura must save against the aura aged unit makes its morale check. If the unit falls back or routs, it
immediately upon its activation. leaves behind any paralyzed creatures, thereby eliminating them
Most fear auras can work against a particular foe only once per from the unit.
day. The aura cannot affect a creature that has already suffered its When a unit uses a paralysis attack against an individual, the
effects or one that has made a successful saving throw against it attacker gains no increase to its weapon damage modifier, but the
during that battle. individual must save against the paralysis once for each hit.
Freeze in Fear: Any fear effect that freezes creatures in place
(such as a mummy’s despair effect) works like a paralysis effect. Poison
Treat poison attacks like ability-damaging attacks. Any creature in a
Frightful Presence unit wounded by a poison attack must make a second saving throw
This ability works like a fear aura (see above). 1 battle round later. Failure eliminates that creature from the unit.
Chapter Four: Battlefield Magic
99
Pounce Fast Healing
The combatant can make a full attack in conjunction with the charge Each battle round, a wounded unit member with fast healing recov-
action instead of a single attack. It can still make a second full attack ers 2 damage factors per point of fast healing ability it possesses. A
in the same round, as normal (see Standard Charge, page 27). wounded individual recovers 5 hit points per point of fast healing
each round.
Powerful Charge When eliminated from a unit or reduced to 0 or fewer hit
When the creature uses the charge action, its attack deals extra points, a living creature with fast healing has a 25% chance of
damage, which increases its weapon damage modifier accordingly returning to consciousness on its own. If it does, it returns to the
(minimum increase +1). fight after 1 battle round with 1 damage factor per point of fast
healing it possesses. Combatants that are not alive (such as con-
Psionics structs and undead) cannot recover from the conditions
Psionics functions just like spells do on the battlefield. described above through fast healing. Until it recovers, such a
combatant is helpless, and a coup de grace attempt against it
Ray automatically succeeds.
A ray attack works just like a ray spell.
Minor Scent
Sonic Attacks This ability is similar to blindsense, except that it works only
This type of attack works just like a spell that produces a spread. against adjacent combatants. Furthermore, a combatant with minor
scent knows an unseen foe’s location only after using a move action
Swallow Whole to locate it.
This attack works just like improved grab, except the user swallows a
wounded creature from the target unit after a successful grapple check. Regeneration
Regeneration works like fast healing, except that only lethal damage
Trample can truly eliminate a regenerating creature from the battlefield (see
This attack works like an overrun, except that a defender knocked the Regeneration entries in the MM and the DMG).
prone takes trample damage. When a unit successfully uses a trample A regenerating unit member eliminated through a nonlethal
attack, treat it as an area spell that affects the whole space that the attack has a 25% chance to recover in 1 battle round, just as a crea-
unit occupies. When an individual uses a trample attack, it affects ture with fast healing does. If it does not recover in 1 battle round,
one-half of the square the creature enters during the overrun. it automatically recovers the next battle round.
Until it recovers, the regenerating combatant is helpless. A coup
Special Qualities de grace attempt against it has the normal chance of success, if the
Most special qualities are defensive in nature. They work continu- attack form used can deal lethal damage to it. If not, the coup de
ously without any action from a combatant, as noted in the MM grace attempt fails, but it also delays the regenerating combatant’s
and the DMG. Special qualities not discussed here function on the recovery by 1 battle round.
battlefield the same way as they do in individual combat.
Resistance to Energy
Blindsense A unit member ignores some damage of the indicated type each
When the range of this ability is less than 100 feet, it allows a com- time it takes damage of that kind (commonly acid, cold, electricity,
batant to locate unseen foes or allies in adjacent squares. If the abil- or fire). Each 5 points of energy resistance reduces the damage from
ity has a range of 100 feet or more, the combatant can detect the indicated energy type by 1 damage factor (rounded down, mini-
unseen foes or allies two squares away, plus one additional square mum reduction 1 damage factor).
beyond that per 50 feet of extra range beyond 100 feet.
Foes located through blindsense still have total concealment Scent
from the user, even though the latter knows their locations. This ability works just like minor scent on the battlefield.
Blindsight Tremorsense
This ability is similar to blindsense but far more discerning. Unseen This ability works like blindsense, except that the combatant can
foes have no concealment when within range of a combatant’s automatically sense the location of anything that is within range
blindsight. and in contact with the ground. Unlike blindsense, tremorsense
may allow a burrowing creature to burrow to an unseen foe’s loca-
Damage Reduction tion and emerge in a spot that allows it to see the foe and attack
When a unit makes a melee or ranged attack against a foe that has without a miss chance.
damage reduction, subtract one hit for every 2 points of the defend-
er’s damage reduction (rounded down). Some attacks bypass dam-
age reduction, as noted in the MM and the DMG.
Chapter Five
hough they generally have much less impact on a battlefield Disguise check can negate this extra bonus. All these modifiers are
apply normally if individuals are the targets of the Spot checks. If mander) checks made to give orders to a unit or on army com-
units are the targets, the DC increase for distance is +1 per 50 feet. mand checks. In addition, for every 10 ranks you have in the
Diplomacy or Intimidate skill, this bonus increases by +2. Thus,
Swim the bonus is +2 at five ranks, +4 at 10 ranks, +6 at 20 ranks, +8
Chapter Three includes rules for swimming during a battle. A unit at 30 ranks, and so forth.
receives a +2 circumstance bonus on Swim checks to reflect the fact Untrained: Although you cannot use this skill untrained, an
that members of the unit can help each other along. untrained individual can still attempt to issue orders.
Orders: Most unit Swim checks require the March order.
Feats
Tumble Most feats work no differently on the battlefield than they do in
A combatant moving through an area that a unit guards (see the individual combat. This section discusses those feats that have par-
Guard order, page 40) can oppose the guarding unit’s Dexterity ticularly useful or unusual battlefield applications. Any orders
check for making a free melee attack with a Tumble check instead of required for use of a feat appear at the end of its entry.
its own Dexterity check. Make one check for each square the mov- As noted in Chapter Three, a unit can use a feat only if the
ing combatant leaves. majority of its creatures have it, or if a commander in the unit’s
A combatant can also make a Tumble check (DC 15) to avoid the space shares one of his feats with the unit using the Share Feat
attack of opportunity it provokes for entering melee contact with an order.
enemy individual that has greater reach. For an enemy unit with
greater reach, the DC is 20. Cleave
Tumbling through a square containing an enemy unit increases When a combatant with this feat eliminates a creature from an
the Tumble DC by +2. The DC increases by an additional +2 for enemy unit or drops an enemy individual with a melee attack, it can
each enemy creature in a position to impede the tumbler (use the make another attack immediately using the same attack table (Table
values given for creatures and areas on Table 4–2). The combatant 3–3 or Table 3–4) that it used for the original target. The attack uses
makes one Tumble check per square. the same bonus as the one that dropped the previous foe, but the
attacker takes a –5 penalty. This additional target must be in the
New Skill same square as the original was.
This section describes the new Profession (military commander)
skill, which can prove useful on the battlefield in several ways. Combat Reflexes
When a unit with this feat receives the Guard order (see page 40),
Profession [MILITARY COMMANDER] it can make one extra attack per point of Dexterity it possesses
(Wis; Trained Only) against any foe leaving an adjacent square.
This skill grants the fundamental knowledge and training needed
to coordinate masses of troops, both on and off the battlefield. You Deflect Arrows
know how to train troops to fight as a unit, and how to give them An individual with this feat can reduce any damage she takes from
orders that they can understand in the din of battle. a ranged attack (but not a spell of any kind) by 1 damage factor by
Check: In a unit battle, you can use your Profession (military making a successful Reflex save (DC 20). She can make up to 10
commander) skill to issue orders to units (see page 35). In an army such saves per battle round, but no more than one save per enemy
battle, you can use the skill to contribute to your army’s command combatant attacking her.
score, or even to command the army itself (see Chapter Six). A unit with this feat also can make up to 10 saves per battle
Action: In a unit battle, you can normally issue only one order round, but no more than one per enemy combatant attacking.
each battle round as a free action; each additional one that you When using this feat, a unit makes one Reflex save and compares
issue during the same battle round counts as a move action. But for the result to Table 3–4, using the AC 20 column. The result is the
every 10 ranks you have in this skill, you can issue one additional number of damage factors negated. This feat cannot reduce the
order per round as a free action. The Battle Leader† feat allows you damage from any attack below 0 damage factors.
to issue one additional order each round as a free action, over and
above any extras granted by this skill. Dodge
Try Again: If you fail to issue an order to a unit in a battle, you A combatant with this feat can use it to gain a +1 dodge bonus to
can try again the same battle round. However, the task becomes Armor Class against any one enemy combatant for 1 battle round.
tougher each time you try (see page 36).
Special: The Battle Leader† feat gives you a +2 bonus on checks Great Cleave
made with this skill. This feat works exactly like Cleave, except that Great Cleave impos-
Synergy: If you have at least five ranks in the Diplomacy or es no penalty on the extra attack. This additional target must be in
Intimidate skill, you gain a +2 bonus on Profession (military com- the same square as the original was.
Chapter Five: Skills and Feats
103
Improved Critical Snatch Arrows
Improved Critical gives a combatant a +2 bonus on attack rolls This feat functions like Deflect Arrows, except that the user actually
made against foes that are susceptible to critical hits. catches one weapon or projectile for every damage factor negated. A
combatant that catches a thrown weapon can immediately return
Leadership the attack as a free action, using Table 3–3 or 3–4 as appropriate.
This feat allows a character to act as a commander-in-chief or However, a –5 penalty applies to each such attack.
subcommander in a battle.
Spring Attack
Manyshot A unit with this feat can move both before and after a melee attack,
This feat allows a combatant to fire two or more arrows (see the as noted in the Player’s Handbook feat description.
feat description in the Player’s Handbook) at opponents in the same Orders: A unit must receive the Attack Any Enemy order to use
square as a standard action. The attacker makes one attack roll for this feat.
each arrow and must fire all of them at the same combatant.
Stunning Fist
Mobility This feat increases the attacker’s weapon damage modifier by +2.
The Armor Class bonus from this feat applies to attacks of opportuni- Any unit member wounded by such an attack must make a success-
ty on the battlefield and to attacks from units under the Guard order. ful save against the stun effect or become stunned for 1 battle round.
A stunned creature counts as a casualty when the damaged unit
Mounted Combat makes its morale check. If such a unit falls back or routs, it leaves the
Once per battle round, a mounted unit with this feat can substitute stunned creature behind, thereby eliminating it from the unit.
a Ride check result for its Armor Class (if the former is better) When used against an individual, Stunning Fist grants no
against a melee or ranged attack. increase to weapon damage bonus, but the target must save once
against the stun effect.
Point Blank Shot
The attack bonus from this feat applies only when the combatant Whirlwind Attack
fires or throws a ranged weapon at a foe in melee contact with it. A creature with this feat can use it as either a standard action or a
double action.
Power Attack An individual employing this feat against a unit uses Table 3–3
A combatant that uses this feat against a unit takes a –3 penalty on instead of Table 3–4 for his attacks.
attack rolls, regardless of its base attack bonus. To determine the A unit using this feat against another unit or against an individ-
number of hits actually scored, multiply the combatant’s result ual increases its weapon damage bonus for that attack by +8.
from Table 3–3 or 3–4 by 1.5 and round down. This feat provides no
benefit if the combatant scores no hits. New Feats
The feats presented below are primarily for use with the unit
Rapid Reload combat system, though all of them are applicable to individual
This feat allows a combatant armed with a light or hand crossbow combat also.
to fire the weapon at her normal rate of attack. A combatant armed
with a heavy crossbow can fire it once with the attack action, then Battle Leader [GENERAL]
reload it immediately as a free action. A combatant that does not You can lead troops in battle and inspire them to do spectacular deeds.
reload on the turn it fires must use a move action to do so later. Prerequisites: Charisma 11
Benefits: You can issue orders to units as a hero commander. In
Ride-By Attack a unit battle (see Chapter Three), you can use the Share Feat order
A unit with this feat can move both before and after a charge attack, to share some of your combat-oriented feats with your unit (see the
as noted in the feat description. It can still make only one 45° turn Share Feat order description for details).
to the left or right for each square that it moves forward. You also receive a +2 bonus on Profession (military commander)
Orders: A unit must receive the Attack Any Enemy order to use checks. You may give one additional order per battle round as a free
this feat. action. This free order is over and above any granted by the
Profession (military commander) skill.
Shot on the Run Special: In individual combat, you can share feats with allies
A unit with this feat can move before and after a ranged attack, as who are joining you in a coordinated attack (using Coordinated
noted in the feat description. Melee Attack† or Coordinated Missile Attack†) against the same
Orders: A unit must receive the Attack Any Enemy order to use foe. You can share feats with up to one ally for every point of
this feat. Charisma bonus you have.
104 Cry Havoc
Battlecry [GENERAL] All your allies in the combined attack must also have this feat, or
You can lead a group of allies in a bloodcurdling group shout that no one gets the bonus. Furthermore, you must have line of sight to
improves their martial prowess in melee. all your allies and be within 30 feet of each. You and your allies also
Prerequisites: Charisma 11, Battle Leader† must attack at the same time, which usually means you or some of
Benefit: You shout once per round on your turn as a free action. your allies must delay until you can all attack together.
On the round that you do so, your speed increases by +10 feet for In a unit battle, you gain a +2 bonus on ranged attacks if you and at
the purpose of making a charge attack. If you make a mounted least two allies with this feat attack the same enemy unit. Extra allies
charge, your mount gets the speed increase. don’t help you get a bigger bonus against a particular enemy unit.
For 1 round after the shout, any ally within 30 feet who heard Special: If you have the Battle Leader† feat, you can share one of
you shout and who echoes the shout (a free action) gains a +1 your ranged combat-oriented feats with one or more allies that have
morale bonus on melee attack rolls and weapon damage rolls for joined you in a combined attack (see page 42 for the list of sharable
one turn. If such an ally makes a charge attack while using the feats). You can share a feat with one such ally for each point of
shout, her speed also increases by +10 feet for that purpose. Charisma bonus you possess. Doing so requires a Charisma check
You can use this feat a number of times per day equal to 3 + your (DC 20) that you make as part of your coordinated missile attack.
Charisma modifier.
In a unit battle, this feat affects one unit you have joined, and its Heroic Frenzy [GENERAL, FIGHTER]
effects last for one standard unit attack. You can make extra attacks against foes that outnumber you.
Prerequisites: Intelligence 13, Strength 13, Cleave, Combat
Coordinated Melee Attack [GENERAL] Expertise, base attack bonus +5
You gain bonuses on your melee attacks when you and your friends Benefit: If, at the beginning of your turn, you are aware of at
gang up on an opponent. least three foes that threaten you, you can make three melee attacks
Prerequisites: Intelligence 11, base attack bonus +1 as a standard action. During your turn, you can also make an
Benefit: If you and at least two qualifying allies (see below) attack unarmed strike, a trip attack, or a bull rush as a free action that
the same opponent in melee, each of you gains a +2 bonus on your does not provoke an attack of opportunity. If you choose to make
attack rolls. If you have an Intelligence bonus, you can gain an addi- an unarmed strike, it can be either a punch or a kick. In either case,
tional bonus point for each ally in the attacking group (for example, the unarmed attack deals its normal damage.
a +3 bonus if you team up with three allies). The total bonus, how- In addition to all the foregoing, you can perform a shield bash
ever, can never be higher than your Intelligence modifier +2. (if you have a shield) or an attack with an off-hand weapon as a
All your allies in the combined attack must also have this feat, or free action. You retain the shield bonus from your shield if you
no one gets the bonus. Furthermore, you must have line of sight to make a shield bash, and you take no penalties on attack rolls for
all your allies and be within 30 feet of each. You and your allies also attacking with two weapons if you use an off-hand weapon.
must attack at the same time, which usually means you or some of For every 5 points of base attack bonus that you have beyond the
your allies must delay until you can all attack together. minimum (+5) needed to qualify for this feat, you can make one
In a unit battle, you gain a +2 bonus on melee attack rolls if you and additional attack as part of your frenzy. Thus, you can make four
at least two allies with this feat attack the same enemy unit. Extra allies attacks at a base attack bonus of +10 to +14, five attacks at +15 to
don’t help you get a bigger bonus against a particular enemy unit. +19, or six attacks at +20 or better.
Special: If you have the Battle Leader† feat, you can share one of No matter how many foes you face or how many attacks you can
your melee combat-oriented feats with one or more allies that have make, you can attack each foe you face only once during your turn
joined you in a combined attack (see page 42 for the list of sharable when using this feat. In a unit battle, you can use this feat anytime
feats). You can share a feat with one such ally for each point of to attack an enemy unit.
Charisma bonus you possess. Doing so requires a Charisma check Special: A fighter may select Heroic Frenzy as a fighter bonus feat.
(DC 20) that you make as part of your coordinated melee attack.
Infectious Courage [GENERAL]
Coordinated Missile Attack [GENERAL] Your deeds of courage on the battlefield can inspire others.
You gain bonuses on your missile attack rolls when you and your Prerequisite: Charisma 11, Battle Leader†
friends shoot or throw at the same target. Benefit: When you make a successful charge attack in combat or
Prerequisites: Intelligence 11, base attack bonus +1 make a successful saving throw against a fear effect, each ally within
Benefit: If you and at least two qualifying allies (see below) 30 feet that witnesses the attack (or can see and hear you when you
attack the same opponent with ranged attacks, each of you gains a make the save) gains a +1 morale bonus on attack rolls and saves
+2 bonus on your attack rolls. If you have an Intelligence bonus, for 1 round. If an ally’s Hit Dice total equals one-half your Hit Dice
you can gain an additional bonus point for each ally in the attack- or less, it instead gains a morale bonus equal to your Charisma
ing group (a +3 bonus if you team up with three allies, for modifier (minimum +1).
instance). The total bonus, however, can never be higher than your In a unit battle, the morale bonus you provide through this feat
Intelligence modifier +2. extends to the entire unit you have joined.
Chapter Five: Skills and Feats
105
Mass Turning [GENERAL]
You can turn large numbers of undead creatures at once. The following parameters apply
equally to attempts to bolster, rebuke, or control undead (if you channel negative energy).
Prerequisites: Extra Turning, Widen Spell
Benefit: As a full-round action, you can make a turning attempt that covers a large
area and affects a significant number of creatures. The area of the turning effect and
the turning damage both increase by a factor of 10—thus, a turning effect functions
as a 500-foot burst and deals 10 times its normal turning damage. The Charisma
check you make for the turning attempt, however, still determines the maximum Hit
Dice of the creatures you can affect.
A mass turning attempt uses up three of your daily uses of the turn undead ability.
Special: If you can turn, rebuke, or control creatures other than undead (such as ele-
mental creatures), you can use this feat to make mass turning attempts against such crea-
tures. You can choose this feat more than once, but the effects do not stack. Each time you
take the feat, it applies to a different kind of turning capability. For example, a cleric
with access to the Earth domain can turn or destroy air creatures and rebuke,
command, or bolster earth creatures. Thus, she can take this feat twice—once
for undead and once for air and earth creatures.
he information in Chapter Three deals with fairly small taking an active role, and particularly for those that have little direct
Small Castle: A small castle is similar to a small keep, except that they might balk if ordered to attack a traditional ally, or they might
it has outer defenses (such as curtain walls) and houses slightly find their leader’s motives suspect.
more troops.
Large Castle: This entry represents a well-built, well-stocked Applying Power Adjustments
castle with concentric defenses, siege machines, and a big garrison When a force qualifies for more than one of the above adjustments,
of several hundred troops. apply each modifier to the army’s base power separately to deter-
Walled City: A walled city is one with a normal population of mine the net change it produces, then apply the results to the base
5,000 or more, surrounded by defensive works. power rating. A multiplier greater than 1 increases an army’s power,
Popular War or Commander: Apply this modifier when the one lower than one decreases it, and fortifications add to it directly.
troops on one side are eager to fight—whether the reason is pride, Power modifiers cannot decrease an army’s power to less than 25%
the promise of plunder, hatred of the enemy, religious fervor, or of its original value, but there is no limit to the amount that cir-
some other motivating factor. cumstances can add to an army’s power.
Conscripted Troops: Apply this modifier when the majority of Example: An army has a base power rating of 45,328. The DM
the troops on one side are involuntary conscripts or otherwise nor- decides to apply the following modifiers:
mal creatures forced to serve in the war. • Defending mountainous terrain (2)
Troops Underpaid: Apply this modifier when the troops on one • Fortifications: One walled city (+5,000), two large castles
side don’t receive a fair wage (see Raising Armies, page 119). In gener- (+4,000), two small castles (+3,000), and eight watchtowers
al, all the troops on one side must have proper pay to avoid this (+8,000), for a total of +20,000
penalty, since even well-paid troops tend to grumble if some of their • Conscripted troops ( 0.8)
brethren seem ill treated. If lack of pay is widespread in a force, the • Underpaid troops ( 0.8)
DM should feel free to apply a larger penalty.
Troops Undersupplied: Apply this modifier when the troops on These modifications result in a total army power of 92,524,
one side don’t receive regular supplies (see Supplying Armies, page calculated as follows.
122). In general, all the troops on one side must be properly sup-
plied to avoid this penalty, since even well-supplied troops tend to Modifier Calculation Power Change
grumble if some of their Terrain 45,328 × 2 = 90,656 +45,328
Adjusting the War’s Length brethren seem ill treated. If Fortifications +20,000 +20,000
Table 6–2 generates results appropriate for fair- lack of supplies is wide- Conscripted troops 45,328 × 0.8 = 36,262 –9,066
ly small wars between neighboring countries.
Very large-scale wars can take much longer. It’s spread in a force, the DM Underpaid troops 45,328 × 0.8 = 36,262 –9,066
usually best to handle such wars as a series of should feel free to apply a Total modifiers +47,196
smaller wars that take place in succession, but
the DM can simply double or treble the results larger penalty.
from the table, or increase them even more to Half Supplies: This fac- Thus, the army’s total power rating is 45,328 + 47,196, or 92,524.
suit the needs of the campaign.
tor applies when the
army’s employers spend Step Two: Determine Advantage
only half the normal cost A sudden action or unexpected maneuver at the beginning of a war
for keeping the army sup- can prove decisive. To determine which side has the advantage,
plied (see page 122), leav- make an opposed army command check. To make an army com-
ing the troops to forage for mand check, roll 1d20 and add the army’s command rating. The
the rest of what they need. side with the greater scout rating adds the difference between two
No Supplies: This situation occurs when the army’s employers sides’ scout ratings to its command check. Likewise, the side with
spend nothing on keeping the army supplied (see page 122), leaving the greater maneuver rating adds the difference between the two
the troops to forage for everything they need. This factor may also sides’ maneuver ratings to its command check.
apply when the enemy cuts the army’s supply lines. The opposed check’s winner has the advantage. In the next step, it
Poor Foraging: This designation means that the area the army adds the difference in the two sides’ check results to its opposed roll.
travels through or occupies offers little in the way of supplies, either
because it is naturally barren or because another army has already Step Three: Combat Resolution
looted and stripped it. Make an opposed army command check, modified as follows.
Unfavorable Weather: Apply this modifier when the weather • The side with the advantage adds its bonus from Step Two.
proves detrimental to one side. For example, an army of humans • Each side gains a modifier equal to its average offense.
usually doesn’t do well when fighting in extreme cold or heat. • Each side gains a modifier equal to its average defense.
Unpopular War or Commander: Apply this modifier when the • Divide the higher power rating by the lower, then multiply the
troops on one side are reluctant to fight for some reason. For example, result by 10, rounding fractions down. The side with the higher rat-
the troops might have religious or moral scruples about the war, or ing gains a bonus equal to this value on its army command check.
Chapter Six: Army Combat
111
Example: Two countries are at war. One fields an army with a Optional Casualty Rule
total power rating of 108,226, and the other country’s army has a Instead of rolling once for casualties, you can roll once for each
total power rating of 92,524. The first army gets a bonus for having kind of troop in the army, using the defensive power for those
greater power. Dividing the higher power rating by the lower gives troops for the check. This approach takes longer, but it tends to
108,226 ÷ 92,524 = 1.169, and multiplying that value by 10 gives shift the bulk of the casualties in an army to its weakest troops,
11.69. Rounding this result down gives a bonus of +11 for the side where they would most likely occur.
with the higher rating.
The side with the higher army command check result wins the Consequences of the War
war and the war ends. Go to the next step to determine how long The consequences of a war are largely up to the DM. The winner
the victory takes. If there is a tie, the two sides must make another may conquer and occupy the loser’s territory, loot the realm, force
check before the war can end. See Step Four to determine how some sort of diplomatic or political settlement favorable to itself, or
much longer the war lasts. simply withdraw. Settlements might include reparation payments
from the loser, the transfer of territory to the winner from the loser,
Step Four: Determine War’s Length a change in the loser’s government, or just about anything else the
The length of the war depends on the difference between the win- DM might care to introduce.
ner’s and loser’s army command checks, as shown on Table 6–2. A country that loses a war, particularly a short one, may still have
Lopsided victories take less time; hotly contested wars tend to some fight left in it. A very large country might endure several
drag on. defeats before the enemy completely conquers it. See Chapter Two
for a discussion of the consequences of war.
TABLE 6–2: LENGTH OF WAR
Difference Between Check Results* Length of War Quick Army Combat
0 3d6 months** Use the quick army combat system to resolve an entire battle with a
1–5 2d6 months** few dice rolls. The order of action is as follows.
6–10 1d8 months 1. Determine each side’s total power.
11–15 1d6 months 2. Determine surprise.
16–20 1d4 months 3. Each side chooses tactical options.
21+ 1d3 months 4. Resolve the combat.
5. Determine the length of the battle.
* Subtract the lower (losing) check result from the higher (winning) check result. 6. Determine casualties on each side.
** The war is inconclusive. Each side checks for casualties (Step Five) and must roll again, 7. Loser withdraws.
adding to the length of the war.
Step One: Determine Total Power
Dealing With PC Actions During a War The total power adjustments for quick army combat are the same as
If PCs get involved in a war before it ends and do something that those for strategic conflict, except as noted below.
might affect its course (such as killing or kidnapping one side’s Favorable Terrain: Apply this modifier when the terrain on the
commander-in-chief, causing an important unit to defect, or bring- battlefield particularly favors one side. For example, when the
ing in reinforcements), simply stop the war at that point and assess attackers must attack uphill or fight their way through a narrow
casualties (Step Five). Make whatever adjustments to each side’s mountain pass, the defender should get a bonus to its total power.
army statistics are appropriate, then make a new opposed army (The DM decides which force is attacking and which is defending,
command check (Step Three) to resolve the rest of the war. but the “attacker” is usually the force that arrives at the battlefield
last.) Likewise, an army of elves gets a bonus for favorable terrain
Step Five: Determine Casualties when fighting in a forest.
Each side must check for casualties after the war. To do so, roll 1d20 Favorable Weather: Apply this modifier when the weather on the
and add that army’s average defense. The DC for the check is 15 for day of the battle favors one side. For example, an army of frost giants
the winner and 20 for the loser. Add +1 to the DC for each month might do well when fighting in a blizzard or on a very cold day.
the war lasted. Fortifications: Apply this modifier only when one side defends a
If the winner makes a successful check, its army suffers 5% casu- fortification. A fortification can contribute its full value to an army’s
alties; if it fails, it suffers casualties equal to 10% plus an additional total power only when a proper force is in place to man it, and the
1% per point by which the check failed (maximum 25% casualties). values shown on Table 6–1 are maximum values, not typical ones.
If the loser makes a successful check, it suffers 10% casualties; if Undermanned fortifications contribute to total power as follows.
it fails, it suffers casualties equal to 20% plus an additional 1% per Watchtower or Small Keep: Multiply the base power rating by 1.25.
point by which the check failed (maximum 50% casualties). The fortification cannot contribute more than 1,000 points to the
Apply casualties evenly to every kind of troop in the army. army’s total power rating.
112 Cry Havoc
Small Castle: Multiply the base power rating by 1.5. The fortifica- each soldier’s ability to fight, and the modifier to the army’s total
tion cannot contribute more than 1,500 points to the army’s total power rating reflects a general decline in morale and efficiency.)
power rating. Unpopular War: Apply this modifier when the troops on one
Large Castle: Multiply the base power rating by 2. The fortifica- side are reluctant to fight on the day of battle. For example, the
tion cannot contribute more than 4,000 points to the army’s total troops might have religious or moral scruples about the war, or they
power rating. might balk if ordered to attack a traditional ally, or they might find
Walled City: Multiply the base power rating by 2 or 3. The fortifi- their leader’s motives suspect. (Apply it twice if the troops are reluc-
cation cannot contribute more than 5,000 points to the army’s tant and the commander is unpopular.)
total power rating.
Popular War: Apply this modifier when the troops on one side Step Two: Determine Surprise
are eager to fight—whether the reason is pride, the promise of An unexpected maneuver or sudden attack at the beginning of a battle
plunder, hatred of the enemy, religious fervor, or some other moti- can prove decisive. To determine whether one side surprises the other,
vating factor. Also apply this modifier if the army’s commander-in- make an opposed army command check. To make an army command
chief is popular with the check, roll 1d20 and add the army’s command rating. The side with
Sieges troops. (Apply it twice if the greater scout rating adds the difference between the two sides’
All the rules in this section and the ones that the troops are eager and scout ratings to its command check. Likewise, the side with the
follow discuss battles as though they are
always fought between armies in the open, the commander is popular.) greater maneuver rating adds the difference between the two sides’
but you can use them to resolve siege combat Conscripted Troops: maneuver ratings to its command check. In addition, the army that
as well.
Apply this modifier when first detected the other (see page 118) gets a +5 bonus on the check.
Advantage: Determine this normally, but the
side using the fortification or the city under the majority of the troops The winner of the opposed check may achieve some kind of
siege always is the defender. on one side are involuntary battlefield surprise, depending on how decisively it won, as noted
Tactical Options: These options work the same conscripts or otherwise on Table 6–3, below.
for sieges as they do for field battles, though
each option represents a slightly different tactic
normal creatures forced to
in a siege. A counterattack by the defender, for serve in the war. An army TABLE 6–3: WINNING SURPRISE
example, represents a sally out of the fortifica-
tion or city. Likewise, the steady pressure attack
can ignore this modifier if Winner’s Check Result Is* Benefit
option represents a patient attack that wears it has a few victories under Higher than the enemy’s Choose attack or defense
down the defenders.
its belt, or if the troops by fewer than 5 points
Sieges tend to take a long time to resolve—
usually days or weeks rather than hours. How
have some other reason to At least five points more than Choose attack or defense,
much time the siege takes depends on the accept their lot as soldiers. but not twice the enemy’s +5 combat bonus on army
option the attacker uses. Tactics such as crush-
ing charge, pin and shift, or even turn the flank,
(Purses stuffed with plun- command check
produce results in days. The remaining options der can motivate even the Twice but not three times Choose attack or defense, view
take weeks.
most reluctant conscript.) the enemy’s enemy dispositions, +5 combat
Troops Underpaid: The bonus on army command check
DM can waive this modifi- Three times the enemy’s or more Choose attack or defense, view
er if the troops receive full enemy dispositions, +10 combat
wages during the week bonus on army command check
prior to the battle, or when * If the winner’s check result fits into more than one category, use the highest applicable
they have received a share of plunder at least equal to their monthly category. For example, if the loser’s check result is 3 and the winner’s is 6, the winner’s
wage during the previous month. check result is twice the loser’s. Thus, the winner gets to view the enemy’s dispositions
Troops Undersupplied: Apply this modifier when the troops and gains a +5 bonus on its army command check, even though it did not beat the loser’s
on one side have not received adequate supplies during the week check result by 5 points or more.
before the battle. Troops left to forage for their own supplies usu-
ally receive this modifier, unless the area where they have been Choose Attack or Defense: The winner decides whether to be
foraging is particularly rich. For example, troops that have just the attacker or the defender, provided the battle takes place in the
sacked a major city probably have enough supplies, as do troops open. An army using a fixed fortification must be the defender.
moving through prosperous farmland. See page 123 for details on Combat Bonus: The winner adds the indicated bonus to its
foraging armies. army command check for resolving the battle (see Step Four,
Unfavorable Weather: Apply this modifier when the weather on below). If that check is a tie that requires a second check to decide,
the day of battle proves detrimental to one side. For example, many this bonus does not apply to that second check.
subterranean creatures dislike bright light, and an army in which View Enemy Dispositions: The winner has enough time and
such troops form the majority takes this penalty when fighting in information to study the enemy’s formations in detail. The enemy
daylight. If the troops are sensitive enough to take combat penalties must choose a tactical option (Step Three) and reveal it to the win-
in bright light, those apply as well. (Specific combat penalties reflect ner before the latter chooses a tactical option.
Chapter Six: Army Combat
113
Step Three: Choose Tactical Options
Opposing commanders can affect the outcome of a battle by deploying and maneuvering their troops to the best advantage. To simulate this
process, the attacker and defender each choose a tactical option from the list below. The DM can choose to skip this step, if desired.
Tactical Options
The tactical option selected represents an army’s initial deployment and subsequent maneuvering on the battlefield. Some attack tactics
work better against certain defensive tactics (and vice versa) than they do against others, thus producing a bonus or penalty for the attack-
ing army. Table 6–4 on the next page details the interaction of attack and defense options. To determine the attacker’s modifier on the army
command check to resolve the battle, find the attacker’s tactic in the left column and read over to the column corresponding to the defend-
er’s tactic. In addition, some tactics favor certain kinds of armies and offer benefits to such an army, no matter which tactical option the
enemy chooses. See the individual tactic descriptions for extra modifiers that may apply.
Attack Options
Attackers can choose from the following tactics.
Crushing Charge: The attacking army forms itself into a vast wedge or block to overwhelm the enemy with a quick, devastating assault.
This tactic favors the more powerful army. In addition to the modifier shown on Table 6–4, an army using this tactic gains a +5 combat
bonus on its army command check to resolve the battle if its base power rating is greater than the opponent’s.
Hit and Run: The attacking army makes a series of jabs and feints, usually with projectile weapons. The goal of this tactic is more to
harass the foe than to deal serious damage. Over time, such attacks can wear down an enemy.
This tactic favors mobile forces. In addition to the modifier shown on Table 6–4, an army
using this tactic gains a +5 combat bonus on its army command check to resolve the battle if its
maneuver rating is greater than the opponent’s.
Pin and Shift: The attacking army attempts to engage the enemy quickly with some of its
troops while the remainder of the army turns and attacks elsewhere. If all goes well, the
enemy will commit the bulk of its strength to repelling the initial attack, so it will be
unable to respond to the secondary attack.
This tactic favors large, well-managed forces. In addition to the modifier
shown on Table 6–4, an army using this tactic gains a +5 combat bonus
on its army command check to resolve the battle if both its base
power rating and its command rating are higher
than the opponent’s.
Pincer Assault: The attacking force tries to
attack the enemy from two directions at
once. If successful, the attackers crack the
enemy army like a nut caught in the jaws
of a vise.
This tactic favors large, highly maneuver-
able forces. In addition to the modifier
shown on Table 6–4, an army using this tac-
tic gains a +5 combat bonus on its army
command check to resolve the battle if both
its base power rating and its maneuver rat-
ing are higher than the opponent’s.
Steady Pressure: The attacking force
tries to engage the enemy along the
whole length of its battle line in a sus-
tained, determined attack. If successful, the
attackers either grind down the defenders or
break up the opposing force into smaller pieces
that are easy to destroy. This approach favors
tough, disciplined troops. In addition to the
modifier shown on Table 6–4, an army using
this tactic gains a +5 combat bonus on its army
114 Cry Havoc
command check to resolve the battle if both its average offense and both its average defense and its command rating are higher than
its command rating are higher than the opponent’s. the opponent’s.
Turn the Flank: The attackers try to maneuver to the right or Hold the Line: The defending force meets the enemy head-on,
left, bringing their full force to bear on as few of the enemy troops counterattacking or standing firm as the situation permits. If success-
as possible. If the tactic works, the attackers defeat some of the ful, the defenders either grind down the attackers or break up the
defenders before the rest can react, leaving the remaining defenders opposing force into smaller pieces that they can easily destroy.
at a disadvantage. This approach favors tough, hardened troops. In addition to the
This tactic favors mobile and well-managed troops. In addition modifier shown on Table 6–4, an army using this tactic gains a +5 com-
to the modifier shown on Table 6–4, an army using this tactic gains bat bonus on its army command check to resolve the battle if both its
a +5 combat bonus on its army command check to resolve the bat- average offense and its command rating are higher than the opponent’s.
tle if both its maneuver rating and its command rating are higher Refuse the Line: The defenders try to maneuver to the right or
than the opponent’s. left, bringing their full force to bear on as few of the enemy troops
as possible. If the tactic works, the defenders defeat part of the
Defense Options attacking force before the rest can react, leaving the remaining
Defenders can choose from the following tactics. attackers at a disadvantage.
Catch and Trap: The defending army attempts to engage the enemy This tactic favors mobile and well-managed troops. In addition
quickly with some of its troops while the remainder of the army tries to the modifier given on Table 6–4, an army using this tactic gains
to encircle or flank the attackers. In addition to the modifier shown on a +5 combat bonus on its army command check to resolve the battle
Table 6–4, an army using this tactic gains a +5 combat bonus on its if both its maneuver rating and its command rating are higher than
army command check to resolve the battle if both its base power rating the opponent’s.
and its command rating are higher than the opponent’s.
Counter Charge: The defending army makes a massive counter- Step Four: Combat Resolution
attack before its foes can effectively complete their own attack. Make an opposed army command check, modified as follows.
This tactic favors the more powerful army. In addition to the • The side that achieved surprise (if any) adds its bonus from
modifier given on Table 6–4, an army using this tactic gains a +5 Step Two.
combat bonus on its army command check to resolve the battle if • The attacker applies the appropriate modifier from Step Three.
its base power rating is greater than the opponent’s. • Each side gains a modifier equal to its average offense.
Delay: The defending army sends out waves of smaller units to • Each side gains a modifier equal to its average defense.
harass the enemy and slow its advance. Meanwhile, the main army • Divide the higher power rating by the lower, then multiply the
either stands firm or retreats slightly, so as to delay the main con- result by 10 (round down). The side with the higher rating gains
frontation until a time of its own choosing. a bonus equal to this value on its army command check.
This tactic favors a maneuverable, flexible force. In addition to
the modifier shown on Table 6–4, an army using this tactic gains a The side with the higher army command check result wins the
+5 combat bonus on its army command check to resolve the battle battle and the battle ends. If there is a tie, the two sides must make
if its maneuver rating is greater than the opponent’s. another check before the battle can end. See Step Five to determine
Entrench: The defending force seeks out the most defensible how much longer the battle lasts.
position available and lets the enemy come to it. The defenders may
build temporary fortifications, such as stakes, ramparts, and ditch- Step Five: Determine Battle Length
es. If the tactic succeeds, the attackers exhaust themselves in a fruit- The length of the battle depends on the difference between the
less assault, which leaves them vulnerable to counter-attacks. winner’s and loser’s army command check results, as shown on
This tactic favors tough, well-managed forces. In addition to the Table 6–5. Lopsided victories take less time; hotly contested battles
modifier shown on Table 6–4, an army using this tactic gains a +5 tend to drag on.
combat bonus on its army command check to resolve the battle if
Chapter Six: Army Combat
115
TABLE 6–5: LENGTH OF BATTLE normal casualties. If the check fails by 10 or more, the retreating
Difference Between Check Results* Length of Battle army routs off the field and suffers an extra 20% casualties over
0 2d8 hours** and above the calculation in Step Six.
1–5 2d6 hours** Regardless of the success or failure of the loser’s army command
6–10 1d8 hours check, the winning army takes 10% fewer casualties (minimum 0%)
11–15 1d6 hours than calculated above if it allows the loser to withdraw unopposed.
16–20 1d4 hours
21+ 1d3 hours Pursuit Power Ratings for Siege Engines
* Subtract the lower (losing) check result from the higher (winning) check result. The winner can attempt
Siege engines contribute nothing to an army’s
** The battle is inconclusive. Each side checks for casualties (Step Six) and must roll again,
to pursue the retreating maneuver, command, or scout
enemy and sweep it ratings, but they contribute to
adding to the length of the war. The second check may represent either a continuing army power as follows.
battle or a second battle fought the next day, at the DM’s option.
from the field. To do so,
Engine Power
the winning commander Catapult, heavy 320
Dealing With PC Actions in a Battle announces her intent to Catapult, light 200
Ballista 210
If PCs get involved in a battle before it ends they may do something pursue, and each side Ram 150*
to affect its course, such as killing or kidnapping one side’s com- makes an army com- Siege tower 40*
mander-in-chief, causing an important unit to defect, bringing in mand check, adding its * Applies to battles in which
fortifications are involved
reinforcements, or leading a unit on a successful maneuver. maneuver rating to the
Simply stop the battle at that point and assess casualties (Step roll. If the pursing army
Five). Make whatever adjustments to each side’s army statistics are has been foraging for
appropriate, then make a new opposed army command check (Step supplies (see page 123), it receives a –10 penalty on the check. The
Four) to resolve the rest of the battle. results of the check are as described above, except that the victori-
ous army does not gain any reduction in casualties. Regardless of
Step Six: Determine Casualties the pursuing army’s check result, the withdrawing army’s check
Each side must check for casualties after the battle. To do so, roll result must be at least 10 + the pursuing army’s maneuver rating for
1d20 and add that army’s average defense. The base DC for the the withdrawal to be successful.
check is 15 for the winner and 20 for the loser. Add +1 to the DC
for each month the war lasted. Fighting Withdrawal
If the winner makes a successful check, its army suffers 5% The losing army can attempt a rearguard action as it leaves the
casualties; if the check fails, the army suffers casualties equal to field. To do so, it makes an army command check to withdraw, as
10% plus an additional 1% per point by which the check failed described above, but adds its average defense to the roll instead of
(maximum 25% casualties). its maneuver rating. If the winning army decides to pursue, it can
If the loser makes a successful check, it suffers 10% casualties; if the add either its average defense or its average offense to its roll.
check fails, the army suffers casualties equal to 20% plus an additional If the pursing army has been foraging for supplies (see page 123),
1% per point by which the check failed (maximum 50% casualties). it takes a –10 penalty on the check. The results of the check are as
These casualty values may change depending upon the actions of described above, except that the victorious army does not gain any
the two armies after the battle. Before applying casualties, proceed reduction in casualties. Regardless of the pursuing army’s check
to Step Seven, below. result, the withdrawing army’s check result must be at least 10 + the
pursuing army’s maneuver rating for the withdrawal to succeed.
Step Seven: Loser Withdraws
A losing commander must attempt to withdraw her army from the Applying Casualties
field at the close of the battle. A well-executed withdrawal can Apply casualties evenly to every kind of troop in the army.
reduce the loser’s casualties.
To withdraw, the commander makes an army command check Optional Casualty Rule
and adds her army’s maneuver rating. If the victorious commander Instead of rolling once for casualties, you can roll once for each
decides not to pursue, the DC for the command check is 10 + the kind of troop in the army, using the defensive power for those
victorious army’s maneuver rating. (This modifier reflects the fact troops for the check.
that portions of the victorious army will harass the retreating army
even in the absence of a general order to pursue.) If successful, an PC and NPC Casualties
unopposed withdrawal reduces the casualty rate on the losing side If any PCs or important NPCs participate in a battle, it’s best to use
by 10% (minimum 5% casualties). For example, a losing army that the tactical army combat system. However, if the PCs are simply
took 23% casualties according to the calculation above instead involved as troops or only NPCs are present, the DM may decide to
takes only 13% casualties. If the check fails, the losing army suffers use the quick army combat system to save time.
116 Cry Havoc
Any PC or NPC involved in the battle is subject to injury and Tactical Army Combat
death, like any other soldier. To determine a character’s fate, the play- Use the tactical army combat system to resolve a battle hour by
er makes a Fortitude or Reflex save (player’s choice). The DC is the hour. The order of action for each hour of combat is as follows.
same as the casualty DC for the character’s side. If the save fails, the 1. Determine total power
character took damage equal to the enemy’s average offense each 2. Determine surprise (first hour only)
hour that the battle lasted. This arrangement leaves plenty of time 3. Choose tactical options
for healing before the character takes damage for the next hour. If 4. Combat resolution
the save succeeds, a character on the losing side takes one-half that 5. Check for PC or NPC casualties
damage, and a character on the winning side takes one-quarter of 6. Loser withdraws (last hour only)
that damage. Because this saving throw represents the effects of bat- 7. Determine the length of the battle (last hour only)
tle, class features that reduce damage when the character can 8. Determine casualties (last hour only)
attempt a save (such as evasion and improved evasion) do not apply.
Steps Three through Five repeat until the battle ends.
The Fruits of Victory
A victorious army can usually pick up a few spoils from the battle- Step One: Determine Total Power
field and the surrounding areas. The total power adjustments for tactical army combat are the same
as they are for quick army combat.
Battlefield Spoils
An army that does not pursue the loser off the field can recover Step Two: Determine Surprise
one-quarter of the equipment that the losing army’s casualties pos- Determine army surprise in the same manner as you would for
sessed. In addition, the victor captures one-eighth of the losing quick army combat. However, the benefits to the side that achieves
army’s casualties. A victor that pursues the loser off the battlefield surprise apply only to the first hour of battle.
can recover three-quarters of the equipment that the losing army’s
casualties possessed and capture one-quarter of the loser’s casual- Step Three: Choose Tactical Options
ties. Captured casualties among living troops become prisoners. Tactical options are the same as they are for quick army combat,
The victor cannot take unliving enemy troops prisoner; any that it except that each side can change tactics each hour. In addition, the
would otherwise capture count as destroyed instead. roles of attacker and defender can change over the course of the
The winning army must feed any prisoners it takes, though half battle. Tactical army combat calls for a series of opposed army com-
supplies are sufficient (see page 122). The victor can also conscript mand checks to resolve a battle (see Step Four). Each hour, the
them into its own ranks, ransom them back to the loser, or dispose army that wins the opposed check can choose which army will be
of them in any other way it sees fit. the attacker and which the defender for the next hour.
Conscripting prisoners is automatic—the victor simply presses
them into its ranks. Ransoming prisoners usually takes 1d4 Step Four: Combat Resolution
months. If the other side is willing and able to buy back prisoners Make an opposed army command check each hour, modified as follows.
(DM’s judgment), each prisoner so ransomed yields cash equal to • The side that achieved surprise (if any) adds its bonus from
the cost for recruiting him as a mercenary (see page 121), plus the Step Two (first hour only).
cost of keeping him fed during captivity. • The side that won the opposed check during the previous hour
gains a +5 bonus on its next check.
Looting • The attacker applies the appropriate modifier from Step Three.
In addition, a victorious army can pause to loot the battlefield and the • Each side gains a modifier equal to its average offense.
adjacent areas. This process can take anywhere from one day to one • Each side gains a modifier equal to its average defense.
month, depending on the richness of the area and its size relative to • Divide the higher power rating by the lower, then multiply the
the victorious army. Looting a hamlet near the battlefield takes one result by 10, rounding fractions down. The side with the high-
day, but looting a major city can take a month. The victorious army col- er rating gains a bonus equal to this value on its army com-
lects all the ready cash in the area (see Chapter Five in the DMG), plus mand check.
goods with a value equal to twice the ready cash gained. The army can
convert up to three-quarters of the looted goods into supplies with Regardless of each side’s total power or command rating, a natu-
no loss of value and sell the remainder at 50% of their value. ral roll of 20 on the army command check gives that side a victory
Looting ruins the area’s economy. Afterward, the looted area can for the hour. If both sides roll a 20, success goes to the side with
produce no ready cash, replacements, conscripts, or mercenaries for the higher total power rating. Likewise, a roll of 1 on the opposed
one year (or longer, at the DM’s option). In addition, an army for- check gives that side a loss for the hour. If both sides roll a 1, the
aging in the looted area (see page 123) finds only poor foraging. loss goes to the side with the lower total power rating.
Chapter Six: Army Combat
117
Step Six: Loser Withdraws
When an army takes hits equal to its average defense, it loses the
battle and must withdraw. The procedure for withdrawing is the
same as it is for quick army combat.
Moving Armies
An army can move overland at a rate equal to 10 times its maneuver
rating in miles per day. This rate assumes eight hours of marching,
so should it ever become necessary to determine how far an army
travels in an hour, simply divide the daily rate by eight). The indi-
vidual creatures in an army can move much more quickly overland
than that rate would indicate, but an army needs extra time at the
beginning of each day to break camp and get organized for the
day’s travel, as well as to make camp at night.
Faster creatures in an army must usually keep pace with their
slower comrades. They may also spend considerable amounts of
time scouting the trail ahead and making sure that the army’s
flanks and rear are safe from attack.
spent making the forced march, as described in Chapter Nine of the Tracking an army normally requires a successful scouting check
Player’s Handbook. See Chapter Three of this book for information (DC 15) for each day the army follows the trail. An army that is not
on making ability checks for units. foraging can attempt to hide its own trail by moving at half its nor-
mal overland speed and making its own scouting check (DC 20).
Unliving Armies Hiding the trail in this way affects the scouting DC for the enemy’s
An army whose troops have no Constitution scores can make check, as does the terrain and the attitude of the local residents (if
forced marches at will, traveling up to 24 hours per day. Forced any), according to the table below.
marches do not affect the ability of such troops to fight.
TABLE 6–6: ARMY TRACKING DC MODIFIERS
Finding an Enemy Army on the Move CONDITION MODIFIER
Whenever two armies come within a day’s march of each other Age of Trail (Apply one)
(that is, within eight hours of each other), the two can make an One day or less –15
opposed scouting check. To make such a check, each side rolls 2–3 days –12
1d20 and adds its scout rating. The winner notes the presence of 4 days –9
the other army and can close with it, shadow it, or withdraw. 5 days –6
To withdraw, the army 6 days –3
Larger Standing Armies that won the check simply One week+* +0
The text on the next page allows for only fairly moves away from the Terrain
small standing armies. Particularly rich or war-
like areas might have standing armies that are
enemy until the latter is Trackless –10
two to five times as large as what Table 6–7 more than a day’s march Trail –5
indicates. Such an area generally does not
have a larger militia or a bigger cadre of
away. Road +5
officers than normal. To shadow an enemy Plains +5
army, the winner maintains Scrub/rough +0
its distance from the Forest +0
enemy, attempting to do so Jungle –5
without the enemy’s notice. Swamp +10
The army that won the check automatically shadows its enemy for Hills +0
one day unless it cannot move overland at least as fast as the enemy Mountains +0
can. In the latter case, it loses contact with the enemy instead. Sandy desert –5
After one day of such shadowing, the armies again make an Season
opposed scouting check, except that this time each also adds its Winter –10
command rating to the roll, and the army that shadowed its enemy Spring –5
the day before gains a +5 bonus. (The army doing the shadowing Summer +5
has a slight advantage, but an army with highly competent com- Fall +5
manders has a greater advantage.) The winning army can choose to Local Attitude
close, shadow, or withdraw as noted above. Indifferent to both armies +0
To close with the enemy, the army that won the opposed check Hostile to both armies +5
simply moves toward its foe. The enemy army spots the foe at a dis- Hostile to tracked army, +0
tance equivalent to about a half day’s march. At that point, the army indifferent to tracking army
that lost the scouting check can try to close or escape. In the former Hostile to tracked army, –10
case, the two armies join battle, and the one that originally won the friendly to tracking army
scouting check gets a +5 bonus on the ensuing surprise check. In Friendly to tracked army, +5
the latter case, use the same procedure as you would for withdraw- indifferent to tracking army
ing at the end of a battle (see page 115). Friendly to tracked army, +10
hostile to tracking army
Tracking Another Army Other
An army that crosses the path of another can attempt to pick up Precipitation +5**
that army’s trail and follow it. The task often proves surprisingly Tracked army hides trail +20
difficult, because an army on the move usually remains fairly well Tracked army is foraging –10
dispersed, with some elements moving back and forth along the
line of march. Consequently, it can be hard to make sense of an * Add +5 to the DC for each week that has passed beyond the first.
army’s tracks, especially when the trail is old and mixed with tracks ** Per day of precipitation since the army passed through, to a maximum of +35.
from civilian traffic.
Chapter Six: Army Combat
119
Raising Armies Table 6–7 shows typical numbers of troops in a standing army.
Armies don’t just spring into existence overnight—well, not usually In addition to these fairly mundane kinds of troops, the DM
anyway. Someone must recruit, train, and pay the troops. may decide that a standing army contains additional special units,
such as centaur archers, a dragon corps, or just about anything else.
Standing Armies and Militias Troops in this category generally should not outnumber an army’s
A standing army represents all the troops in an area that have elite elements, but in the end, it is the availability of such troops for
already trained for battle and can be ready to fight at any time. The recruitment (see Special Troops, page 121) and the army’s ability to
size of a standing army depends on several factors. pay and maintain them that limits their presence (see Supplying
Armies, page 122).
Regular Soldiers
In civilized areas, about 1% of the total population serves as full- TABLE 6–7: STANDING ARMY SIZES
time soldiers or guards who protect their local communities. These Size Regular Troops Militia Elite Troops
troops consist of constables, castle garrisons, border guards, city Thorp 0 4–16 0
watch members, and the like. Most of them are 1st-level warriors. Hamlet 0–4 17–80 1
About 75% of them are infantry and the remainder are cavalry. Village 5–9 81–180 2
A typical foot soldier is a 1st-level warrior wearing studded Small town 10–20 181–400 3–5
leather armor and carrying a one-handed martial melee weapon Large town 21–50 401–1,000 6–12
(usually a longsword), plus a knife or dagger and a large wooden Small city 51–120 1,001–2,400 13–30
shield or a projectile weapon (usually a longbow, but sometimes a Large city 121–250 2,401–5,000 31–62
light or heavy crossbow). Metropolis 251+ 5,001+ 63+
A typical mounted solder also is a 1st-level warrior. He rides a
light or heavy horse (unbarded) and carries a one-handed martial Conscription
melee weapon (usually a longsword), plus a knife or dagger, a large An area’s ruler can raise Key Terms
Average Defense: This is a measure of how well
wooden shield, and a lance. additional troops an army can avoid harm in battle. It is similar to
All the soldiers serving in an area operate from a base within a through a vigorous pro- defensive power, but measures the army’s
defensive effectiveness at any particular point
village or town. A cadre of officers and specialists (such as spell- gram of conscription. In on the battlefield.
casters or rogues) whose size and composition depends on the size one month, conscription Average Offense: This is a measure of how
of the town provides support and direction for those troops. See can produce additional effectively an army can attack another army in
battle. It is similar to offensive power, but meas-
Chapter Four in the DMG for details. soldiers, militia, and ures the army’s offensive effectiveness at any
elite forces equal to one- particular point on the battlefield.
Militia half the number in the Base Power Rating: This is a measure of an
In addition to the soldiers, about 20% of the total population original standing army. army’s total size and combat capability,
which takes into account the power ratings
serves as militia and can be ready to fight within a few hours, or a These extra troops may of all its creatures.
day at most. These troops, too, take their orders from an area’s come from a variety of Defensive Power: This is a creature’s defensive
rulers. Most of them are 1st-level commoners wearing padded sources. The army may capability in terms of Armor Class, hit points,
and saving throws. It is similar to average
armor and carrying wooden shields and halfspears. About 25% of conscript soldiers slight- defense, but measures each creature’s defen-
them carry shortbows instead of shields. Militia members are not ly too old or too young sive potential. The defensive power of an army
is the sum of the defensive power values
professional soldiers; they are everyday working people who lay to serve in the regular of all its creatures.
down their tools and take up arms as the need arises. They serve standing army, recall Maneuver Rating: This is a measure of an
under the same officers as the local soldiers do. troops that have served army’s ability to move overland and also
outmaneuver the enemy in battle.
In addition to the soldiers and militia, a typical civilized area can in the past but earned
Offensive Power: This is a creature’s offensive
field a small number of elite troops, usually equal to about 0.25% of their discharge, and capability in terms of attack bonus and damage
the population. In a human area, about three-quarters of these sometimes by literally potential. Similar to average offense, it meas-
ures each creature’s offensive potential. The
troops are usually mounted knights. seizing any able-bodied offensive power of an army is the sum of the
A typical mounted knight is a fighter of 1st to 4th level who rides adult who happens to offensive power values of all its creatures.
a barded heavy horse. A knight typically carries a one-handed mar- fall afoul of a press Scout Rating: This represents an army’s ability
to gather intelligence about its surroundings
tial melee weapon (usually a longsword), plus a knife or dagger, a gang. Such additional and about the enemy.
simple martial weapon (such as a mace), a large wooden shield, and troops count as con- Total Power: This is a measure of an army’s
a lance. The remainder of the elite troops are clerics, wizards, sor- scripted troops, even if total military potential in terms of the prevailing
conditions during a battle.
cerers, and bards, also 1st to 4th level. Like soldiers, these troops are they are soldiers or elite
ready to fight almost anytime, and they serve the area’s rulers. Elite troops.
troops usually come only from cities, large castles, or other areas of It is also possible to
military importance. conscript NPCs with
120 Cry Havoc
class levels. To determine how many such characters are available in In addition to its initial treasury, a government can raise an
any given locale, see Chapter Five in the DMG, but subtract 2 from amount equal to one-half the ready cash available in its cities in the
the community modifier. form of special taxes, loans, and other measures.
Costs of Conscription: Successful conscription requires a net- Conscription, the sacking of cities, and the presence of armies
work of recruiting agents, informants, and press gangs. Each troop- left to forage for themselves reduces ready cash and the govern-
er conscripted costs one-half the normal monthly wage for troops ment’s monthly income.
of her kind (see next section). In addition, conscripted troops nor-
mally do not provide their own equipment, so the ruler must pay Cost of a Standing Army
the cost of the trooper’s equipment as well. Maintaining a standing army entails some costs, which are
Other Effects of Conscription: Mercenaries and replacements detailed below.
are harder to come by in areas where the rulers have conscripted Soldiers: Soldiers require a daily wage of 2 silver pieces per
troops. In addition, each month of conscription reduces an area’s NPC character level or Hit Die. Soldiers in a standing army
economy as the army sucks up labor and goods. The amount of must have pay whether they fight or not. In addition, mounted
ready cash in an area falls by 20% for each month that conscription soldiers require a monthly stipend equal to 10% of the cost of
continues. Starting the third month, conscription produces only their mounts plus any accouterments required to ride them
militia. Once conscription reduces the local economy to 20% of into combat.
normal, it can produce no further troops. When not actually serving in a military campaign, soldiers
It takes one year for an area to recover from the effects of con- pay their own expenses (food, housing, and repair or replace-
scription. ment of their clothing and equipment) out of their daily wages.
Even then, however, soldiers require supplies whenever they
Military Budgets leave their home areas to serve in a military venture. The cost of
Typically, a government begins a war with a treasury equal to twice these supplies (see Supplying Armies, page 122) is in addition
the ready cash available in all its cities (settlements with popula- to the soldier’s daily wages. You can think of this extra cost as
tions of more than 5,000). If the area has no cities, treat it as a combat pay.
single community. Determine the ready cash normally, then cut the Most soldiers provide their own equipment, except when
amount in half. conscripted (see previous section).
Chapter Six: Army Combat
121
Militia: Militia members require no pay until mustered into Mercenaries
service. However, their employers must provide all their equip- A commander who is not fortunate enough to rule an area must
ment. The standing militia in an area have equipment available hire mercenaries. A ruler who wishes to recruit additional troops
(presumably stored in government armories), but maintaining this might hire mercenaries as well.
equipment, so that the militia are ready to serve when called costs In general, humanoid mercenaries are available only in cities (settle-
5% of its original value each month. ments with populations of more than 5,000). The majority are iden-
Once mustered, militia serve without pay, but they count as tical to soldiers and are available in about the same numbers (equal
pressed or conscripted troops if left unpaid. The normal wage for to 1% of the local population). Mercenary elite troops can be had,
militia is 1 silver piece per class level or Hit Die. also, in about the same numbers as for a standing army (0.25% of
Newly conscripted militia require new equipment. the local population). Mercenary officers and NPCs are available at
the same rate as pressed troops (see Chapter Five of the DMG, and
Alignment of Standing Armies subtract 2 from the community modifier). If the local ruler is con-
scripting troops, however, mercenaries are available at only one-half
and Militias the rate noted here (and subtract 4 from the community rating when
About 90% of the troops and officers in a standing army have determining the levels of mercenary NPCs available).
the same alignment as the power centers in the communities Mercenaries accept the same pay rates as members of a standing
from which they were recruited. Of the remaining 10%, virtually army, but they expect a month’s wages in advance. In addition, a
all have alignments within one step of their fellows, and usually mercenary requires a bonus payment equal to one-half the value of
in about equal numbers. all his nonmagical equipment at the time of hiring.
For example, say an army recruits 100 troops from a communi-
ty with a lawful good power center. About 90 of these new Special Troops
recruits are lawful good. Of the remaining 10 troopers, three Armies in a fantasy setting can include more that just human sol-
might be neutral good, four might be neutral, and the final three diers and militia. Humanoids such as dwarves and elves prove fairly
might be lawful neutral. common, and fantastic creatures such as centaurs, trolls, and
dragons often appear as well.
122 Cry Havoc
Members of player character races (dwarves, elves, gnomes, None: The area contains no creatures of the desired kind,
halflings, and half-orcs) are present in any standing army, militia, either because it does not have the kind of terrain the creature
or mercenary force in approximately the same percentages as they favors or because the DM simply decides that no such creatures
appear in the communities where their recruitment occurred. For dwell there.
example, an army of 1,000 troops recruited from an area with Scattered: The area contains a few isolated pockets of the
mixed demographics should include 790 humans, 90 halflings, desired creatures. Strictly solitary creatures always have scattered
50 elves, 30 dwarves, 20 gnomes, 10 half-elves, and 10 half-orcs. population density.
The army must recruit other creatures as mercenaries, entice Sparse: The area contains some clusters of the desired creatures,
them to serve through diplomacy, or force them to serve usually living fairly far apart.
through intimidation. In any case, an army’s com- Medium: A fair number of the desired creatures
mander-in-chief (or a representative) must dwell in the area, sometimes in sizable
travel to an area where such creatures groups or in groups located somewhat
live and locate them. This process close together.
may be as simple as going to a Heavy: The area is thick with
known lair or other place where the desired creatures, which may
the creatures congregate, or it dwell in cities, towns, or the
may require some detective equivalent.
work. The latter process may Dense: Creatures of the
require a bardic knowledge, desired type dominate the
Knowledge (local), Gather area. They dwell in large
Information, or Survival groups and have cities,
check (DC 10 to 25, depend- towns, or the equivalent.
ing on how secretive or inac-
cessible the creatures in ques- Cost of Special
tion are).
Once the recruiter locates the Troops
creatures, the number of troops avail- Humanoid special troops require the
able depends on the maximum number that same wages and initial bonus as mercenar-
can appear in an encounter (see the organization ies: 2 silver pieces a day per Hit Die, with a
entry in the MM) and on the relative density of their popu- month’s wages paid in advance and an additional bonus
lation (which the DM secretly decides), as shown on the table equal to one-half the value of all the humanoid’s nonmagical equip-
below. The table assumes the recruiter is working in an area from ment. Nonhumanoid special troops require a daily wage of 1 gold
30 miles square to 100 miles square. Additional creatures might lair piece a day, with a month’s wages paid in advance and an additional
in other areas as well. bonus equal to one-half the value of all the humanoid’s nonmagical
equipment (if any).
TABLE 6–8: SPECIAL RECRUITING The foregoing represents the minimum payments that special troops
MAX. NUMBER require. Particularly egotistical or powerful creatures, such as dragons or
ENCOUNTERED* LOCAL POPULATION DENSITY most outsiders, may demand two, three, or more times the standard
None Scattered Sparse Medium Heavy Dense wage. In some cases, a creature may demand a wage based on its chal-
1 0 1 — — — — lenge rating rather than its Hit Dice, but only when doing so would
2 0 1 2 4 8 16 result in a higher daily wage. A creature with spell-like or supernatural
3–4 0 2 4 8 16 32 abilities is most likely to demand a wage based on challenge rating.
5–8 0 4 8 16 32 64
9–16 0 8 16 32 64 128 Supplying Armies
17–32 0 16 32 64 128 256 An army on the move requires supplies. The necessities include
33–64 0 32 64 128 256 512 food and water, fuel for warmth and cooking, replacements for
65–128 0 64 128 256 512 1,024 expendable weaponry (arrows, bolts, and the like), medical
129+** 0 1/2 1 2 4 8 supplies, and replacements for injured or slain troops.
As a general rule, each trooper in an army requires 2 silver pieces
* Use the largest number provided in the organization entry for the creature. worth of supplies each day. Mounted troops require an extra silver
** Multiply the maximum number encountered by the number given for the population piece worth of supplies each day to cover the cost of food and care
density. for their mounts.
Chapter Six: Army Combat
123
The daily cost covers both the costs of the supplies and the mand check, with each adding its scout rating to the roll. If the act-
expense of getting them to the troops. Access to some form of con- ing army wins the check, the enemy’s supply lines are down for a
tinually active long-range transport, such as a permanent gate, week and remain so until the enemy wins a new opposed check.
reduces an army’s overall supply cost by a third. The ability to create An army that cuts an
food and water in sufficient quantities to supply the army reduces enemy’s supply lines
costs by 1 silver piece per creature per day. can recover one-quarter Checklist
The foregoing assumes troops no greater than Medium size and of the supplies so inter- Determine which type of army com-
bat is appropriate for your needs.
mounts no greater than Large size that are not carnivores. Costs for rupted. It can then
Strategic conflict
larger troops also appear in Table 6–9. Treat a carnivorous mount divert them to supply
Quick army combat
as a trooper of the appropriate size. itself or convert them to
Tactical army combat
cash at one-half value.
Unless noted otherwise, Create statistics for your armies
TABLE 6–9: COST OF ARMY SUPPLIES (see pages 108–109).
Trooper Size Daily Cost of Supplies the army moves excep- Determine the size of the armies
Tiny or smaller 1 sp tionally valuable goods based on how you plan to raise
them, what kinds of troops are
Small or Medium 2 sp (such as expendable available, and how you plan to
Large 4 sp magic items and the supply them.
Huge 8 sp troops’ pay) by magical Go through the sequence of action
Gargantuan 16 sp means, such as teleport- steps for your chosen army combat
system as many times as needed.
Colossal 32 sp ing. If the loser was
Will you include sieges?
paying its troops and
Deal with PCs’ actions as
Table 6–9 assumes that some necessities, such as fresh water, shipping the cash over- necessary.
are available in the field. If this is not the case (as it might be when land, there also is a 25% How will you replace losses?
an army travels through a desert), the daily cost of supplies doubles. chance that an army Outline the consequences of the
Also, increase supply costs by 50% when the majority of an army that cuts the enemy’s war after its end.
must deal with an unfavorable climate (for example, an army of supply line also seizes
humans in a cold climate). the losing army’s pay-
An army can forage for its own supplies, which eliminates chests for that month.
the supply cost altogether. Troops left to find their own sup- Seizure of pay can occur
plies, however, prove much less effective than troops that enjoy only once a month in this manner.
proper care. An army with a severed supply line can try to repair it each week.
Foraging troops fan out over the countryside, stopping to grab
whatever they can, so a foraging army moves overland at one-half Replacing Losses
speed. The troops disperse, and preoccupied troops prove less alert Whenever an army takes casualties, it can recover some of the lost
than normal, so the army also takes a –5 penalty on scouting troops in one month. A victorious army reclaims one-half its losses.
checks. Troops left to care for themselves also tend to be less obedi- A losing army recovers one-quarter of its losses, but only one-half
ent on the battlefield and often literally less able to fight, so the of these troops still have their equipment; the rest have none (hav-
army also suffers a reduction in total power, as noted on page 110. ing lost or discarded it when escaping from the battlefield). These
Foraging troops usually have less interest in running down a replacements represent wounded troops and those driven off the
fleeing foe and more interest in looting the enemy’s camp or pick- battlefield. Armies made up of troops without Constitution scores
ing up anything else the enemy has left behind, so it takes a penalty cannot recover losses in this manner.
on checks made to pursue a fleeing enemy, as noted on page 116. In addition, a standing army can get replacements from areas
A commander also can place an army on half supplies and leave where it originally recruited its troops.
it to forage for the rest. Putting an army on half supplies reduces In one month, conscription can produce replacement soldiers,
the daily supply cost by half. An army on half supplies takes the militia, and elite forces equal to one-quarter of the numbers in the
same penalties to overland speed, scouting checks, and pursuit rolls original standing army. The total number of replacements recruited
as one on normal supplies, but it takes a lesser penalty to its total from a given area cannot exceed one-half the troops in the original
power, as noted on page 110. standing army in any one year. No replacement troops are available
for one year in areas where conscription has taken place.
Cutting Supplies It is also possible to replace NPCs with class levels. To determine
An army’s supplies move along the same path the army uses on the how many such characters are available in any given locale, see
march. One army can cut another’s supplies by finding its trail (see Chapter Five in the DMG, but subtract 4 from the community mod-
page 118). Instead of following the trail, the army can cut the ifier. No replacement characters are available for one year in areas
enemy’s supply lines. The two armies make an opposed army com- where conscription has taken place.
Chapter Seven
Prestige Classes
Out of the dust of battle there rose a dark, ominous figure mounted on a great black charger. Rider and mount surveyed the scene for a
heartbeat, their wicked, gleaming eyes boring into the souls of those who watched. Then the dark rider was on the move, charging the
enemy line. A wave of dread seemed to overcome the defenders, and their swords and shields hung limply in palsied fingers as the rider’s
massive axe struck home again and again.
Vampiric Attack (Su): At 10th level, a death dealer can literally Requirements
draw the life force from living creatures he attacks. Once per day, he To qualify to become a knight commander, a character must fulfill
can gain one-half of any points of damage he deals to a living foe as all the following criteria.
temporary hit points for himself, except that he can’t gain more Armor Proficiency: Medium or heavy armor
than one-half (rounded down) of the points of damage needed to Base Attack Bonus: +5
kill the subject outright (10 + the subject’s current hit points). The Feats: Battlecry†, Battle Leader†,
temporary hit points disappear one hour later. Infectious Courage†
The death dealer can combine this ability with his death blow Diplomacy: 4 ranks
attack, gaining 5 plus one-half the foe’s current hit points (rounded Profession (military commander)†: 4 ranks
down) as temporary hit points if the death blow attack slays the foe. Ride: 4 ranks
If the vampiric attack misses the target, the attack counts as a Sense Motive: 4 ranks
daily use anyway. The death dealer must decide whether to use a Weapon Proficiency: Any martial or exotic weapon
vampiric attack before making his attack roll. Special: The knight commander must
have commanded a unit of
Knight Commander troops in at least one battle.
Some people can command others as though they were born to the
role. Though a knight commander shows great skill in personal Class Skills
combat along with considerable mental fortitude, his real talent lies The knight commander’s class skills (and the key ability for each
in his ability to inspire others to excellence on the battlefield. skill) are Concentration (Con), Craft (Int), Diplomacy (Cha),
A knight commander actually achieves this effect though experi- Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
ence and diligent work, not native talent, but his command abilities (nobility and royalty) (Int), Knowledge (religion) (Int), Profession
can seem nothing less than miraculous. He develops a keen under- (Wis), Ride (Dex), and Sense Motive (Wis). See Chapter Four:
standing of the sentient mind and displays a knack for saying just Skills in the Player’s Handbook for skill descriptions.
the right thing to a subordinate at the right time. He also shows a Skill Points at Each Level: 4 + Intelligence modifier
similar ability to gauge what’s on the enemy’s mind.
Paladins make the best knight commanders, but fighters, Class Features
rangers, and barbarians can also do well in the class, as can clerics All of the following are class features of the knight commander
of war deities. prestige class.
NPC knight commanders may hold positions in nearly any kind Weapon and Armor Proficiency: A knight commander gains no
of military organization, but most prefer to serve with armies that proficiency with any weapon or armor.
stand a good chance of seeing battle. Bonus Order (Ex): In a unit battle, a 1st-level knight commander
A knight commander can make an effective addition to an can give one extra order each battle round as a free action. This num-
adventuring party, though his true calling lies on the battlefield. ber rises to two at 5th level and to three at 9th level. These free orders
Hit Dice: d10 are in addition to any that he merits for the Battle Leader† feat or for
10 or more ranks of the Profession (military commander)† skill.
Adventure Ideas
The messenger leaned forward in the saddle, crouching low over his steed’s neck as it galloped through the night, its steel-shod hooves
striking sparks from the stony road. The courier saw neither the thin, strong line stretched across the roadway, nor the ambushers
waiting in the thicket beyond.
DAMAGE TRACK
RAN
YA N
Unit 1
UNIT INFORMATION
Units: Ogre Troopers
Number of Units: 4
Troops per Unit: 10
Commander-in-Chief: Unrae
Subcommander: None
Unit 2
Unit Face: 100 feet across
Unit Hit Dice: 40
Creature Hit Dice: 4
Unit Damage Factors: 50
Creature Lost Every: 5 factors
Creature Reach: 10 feet
Creature Base Attack: +3 Unit 3
Unit Base Attack: +3
Creature Attacks: +8 melee (greatclub)
+1 ranged (javelin)
Unit Attacks: +10 melee (greatclub)
+2 ranged (javelin)
Average Damage: 14 (greatclub)
9.5 ranged (javelin) Unit 4
Creature Armor Class: 16
Unit Armor Class: 16
Creature Speed: 30 feet
Unit Speed: 300 feet
Unit Morale Bonus: +4
Unit Saves: Fort +6, Ref +1, Will +0
CRY HAVOC
UNIT
RECORD SHEET
KIE
RAN
YA N
NER
©2003 Skip Williams. Permission granted to photocopy this page for personal use only.
134 Cry Havoc
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UNEARTH
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©2003 Skip WIlliams. Permission granted to photocopy this page for personal use only. A photocopy of this page at 215% will give you suitable terrain for unit battles (each square = roughly 1 inch).
Battlefield Terrain Illustrations (Key on Page 65)
Battlefield Terrain Illustrations (Key on Page 65)
©2003 Skip WIlliams. Permission granted to photocopy this page for personal use only. A photocopy of this page at 215% will give you suitable terrain for unit battles (each square = roughly 1 inch).
©2003 Skip WIlliams. Permission granted to photocopy this page for personal use only. A photocopy of this page at 215% will give you suitable terrain for unit battles (each square = roughly 1 inch).
Battlefield Terrain Illustrations (Key on Page 65)
Battlefield Terrain Illustrations (Key on Page 65)
©2003 Skip WIlliams. Permission granted to photocopy this page for personal use only. A photocopy of this page at 215% will give you suitable terrain for unit battles (each square = roughly 1 inch).
™
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AN EVENT BOOK by SKIP WILLIAMS
The Essential d20 Guide to War!
f all the events that can affect a campaign, war is per-
O haps the most complex and deadly. This event book
examines all aspects of war in a d20 fantasy setting.
Inside you’ll find rules and guidelines for:
• Causes, effects, and strategies for a war in your campaign.
• Battlefield maneuvering, unit spellcasting, and raising
armies.
• Adventure ideas for everything from prolonged sieges to
lightning commando raids.
• Battlefield feats, spells, prestige classes, and skills.
• And the definitive d20 mass combat system, covering
everything from small units to large armies!
This valuable “how-to” book from one of the codesigners of
3rd Edition offers everything you need to introduce a war
in your own game. DM notes and checklists cover all the
essential steps, so you you can spend less time planning
and more time playing!
Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to
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