Fields of Battle PDF
Fields of Battle PDF
2010Troll Lord Games. All Rights Reserved. Castles & Crusades is a Registered Trademark pending) of Troll Lord The campaign material found
Games. All Rights Reserved. C&C, Castle Keeper, SIEGE engine TM,Troll Lord Games, and the Castles & Crusades,
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Bowbe, Dirty Bowbes Roadhouse, Nartarus, Jokashka, Riachee, Frosk Demonskin, Gathaak, Shambere, Fythele, play and is designed to be scaled
Kharzarn, Taxus, Ataxus are creations of Casey W. Christofferson. Bowbe also appears in Bards Gate by Necromancer to best suit the Keepers adventure
Games, Authors Casey W. Christofferson, Shane Glodowski and Clark Peterson.
needs.
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FIELDS OF BATTLE
PRELUDE for entering our lands and threatening our kin! Lifting a curious,
long-bladed spear begotten in some unknown land over his head
His cold grey stare scanned the hoarfrost-coated horizon as he
in his left hand and his sword in his right, he howled wildly into
took a deep breath of the crisp, cold air. Ahead of him, a forest of
the frosty morning air. His howls echoed in the throats of all who
spears undulated ever nearer like a swarm of springtime ants on a
stood with him that morning. He turned his head to the hulking
fresh-baked cake as they came across the hill, crushing the frosty
beast that stalked ever toward their position and staked the spear
ground under foot into a slick mud as they trod ever forward.
in the ground at his feet as he pointed the length of his sword at
Lumbering here and there amongst this forest were the gaunt and
the head of the giant. By Bowbe, your head is mine!
haunted tree-like figures of trolls. Their wild manes flecked with
ice, their greenish-grey skin looking no less like some lichen and With that, he sucked his tongue and clenched his teeth in a
moss-mottled aberration of a cursed willow grove. grimace. The coppery taste of his own blood dripped slowly down
his throat. Already, he could feel the faint tingle of the wrath
Despite the unnatural height of the twisted trolls and the length of
burning with electric intensity in his limbs as his heart began to
the spears borne by the chattel, one figure among the host stood out
race. Soon, Bowbe. Very soon.
from the rest. Red-maned and primeval in form strode the hulking
mass of a giant of the hyperborean wastes. Its bare flesh gleamed like
a polished mammoth tusk in the glare of
new-lit sunlight on ice, as it barked orders
and laid to and fro with a bullwhip nearly
twice his own 15-foot frame.
FIELDS OF BATTLE 3
CHAPTER I: FORCE STRUCTURE
TROOP UNITS RACIAL MODIFIERS IN MIXED SQUADS
The various corps of troops is divided into units. These units In squads consisting of mixed races, racial modifiers are granted
can range from a single heroic individual to the mightiest host. based on the majority race. If there is no majority race, then all
Forces may also be comprised of various classes and levels when are treated as their human or humanoid average components. For
determining their might and vanquishing difficulty. This gives the example, a squad comprised of three humans and two elves would
Castle Keeper (CK) a lot of flexibility when designing units. qualify as human infantry.
FIELDS OF BATTLE 5
RATIOS OF MEMBERS TO UNITS size or greater. Use the table below to determine battlefield space for
The relationship between the size of a unit and its members larger creatures when using the squad as the basic unit.
is expressed as a simple ratio. For hero units, that ratio is 1:1, Creatures of huge size or larger (see Table 1-8 below) may fight
meaning the unit is comprised of 1 member. For the members-to- in concert with one another, but they are considered hero units
unit ratios of other squads, the squad members actual physical for the purposes of mass combat resolution, as they typically
size affects the number present in the unit. For instance, a squad deal damage over a great swath of the battlefield and thus face
comprised of small creatures has a 10:1 ratio. Table 1-6 provides individual units as if they were in squad formations (See Chapter
more ratios by squad size. For simplicitys sake, it is best for CKs to 5 for more information on hero units in combat).
only include like-sized creatures in a squad.
TABLE 1-8 BATTLEFIELD SPACE FOR SQUADS AND CREATURES OF
TABLE 1-6: MEMBERS-TO-UNIT SQUAD RATIO
HUGE SIZE OR LARGER*
Members Size Members-to-Unit Ratio Occupied/
Creature Size** Ratio
Large 2 to 1 Threatened Area
Medium 5 to1 Small (Creatures under 5 ft. tall or long) 1 inch 10 to 1
Small 10 to 1 Medium (Creatures between 5 and 7
1 inch 5 to 1
ft. tall or long)
Single Hero 1 to 1
Large (Creatures over 7ft. tall to 10 ft.
1 inch 2 to1
For units larger than squads, simply multiply this ratio by the tall or long)
number of squads comprising the unit. For example, a platoon of Huge (Creatures over 10 ft. to 18 ft.
medium-sized creatures comprised of 5 squads has a multiplier of 5, 2 inches 1 to 1
tall or long)
so the ratio for the platoon is 5 to 25, i.e., (1 unit x 5) to (5 members Gargantuan (Creatures over 18 ft. tall
x 5). The platoon has 25 members and can be divided into 5 squads 3 inches 1 to 1
to 25 ft. tall or long)
for command purposes, or can, instead, simply act as 1 unit.
Colossal (Creatures over 25+ ft. tall or long) inches 1 to 1
These unit ratios are an abstract representation of the number of *Squads or hero units consisting of small, medium, or large creatures
individuals in a unit and the amount of space they occupy on the occupy 1 inch.
battlefield; they are not meant to be a literal representation, and **Fields of Battle delineates larger sizes here than those found in
are merely intended to facilitate the fast-paced and frenzied aspect Monsters & Treasure book due to the importance of size to battlefield
of massive battles using the SIEGE Engine mechanic. scale and the impact massive creatures have on facing units.
Size Multiplier
HD: The hit dice average of the members of the combat force.
For PC races, this number is their class hit die. For monster units, Small: x 1/3
this number is the size and number of the die used to calculate the Medium: x 1/2
monsters hit points. Large: x 2/3
HP: The base hit points of a single individual in the unit. Hit Example 1: A goblin squad would be calculated as follows: 1d6
points are used for hero-versus-hero combat (as per standard HD (6 hp maximum for the goblins) x 1/3 (small-sized creature
SIEGE engine rules) and hero-versus-unit combat (detailed in multiplier)=2 x 10 (ratio 10:1)= 20 UHP
Chapter 5). For large-sized monsters and largerthe latter being Example 2: A squad of human 1st-level fighters would be calculated
hero unitsthis number is determined by the CK from their as follows: 1d10 HD (10 hp maximum for the fighters) x 1/2
hit point entry in Monsters and Treasure. The remaining hero (medium-sized creature multiplier)=5 x 5 (ratio 5:1)=25 UHP
units (PCs and NPCs) have their normal hit points by class. For Example 3: A squad of 1st-level fighters mounted on medium warhorses
simplicitys sake, if hit points are needed for individuals within a would be calculated as follows: 1d10 HD (10hp maximum for the fighters)
small- or medium-sized unit, use Table 5-1: Squad Information +3d10 HD (30 hp maximum for the medium warhorses) = 40hp x 2/3
for Hero-Versus-Squad Combat, page 20) for hit point totals. (large-sized mounts multiplier rounded up) =26 x 2=52 UHP.
TABLE 2-2: BASE UNIT HIT POINTS BY HIT DICE AND SIZE*
UHP: The base Unit Hit Points. Unit Hit points are calculated
from the units base creatures hit dice, size multiplier, and the HD Small Medium Large
number of members. UHPs are used for unit-versus-unit combat. d4 13 10 5
CKs should revert back to hit points when dealing with hero- d6 20 15 8
versus-hero combat and hero-versus-unit combat.
d8 26 20 11
See the Calculating Unit Hit Points sidebar for details. d10 33 25 13
d12 40 30 16
*Table 2-2 shows base UHP for 1-HD creatures of the appropriate hit dice
type. Multiply by the units HD to get total UHP by size/hit dice type.
UNIT DESCRIPTION
The unit description is similar to the monster descriptions given
in Monsters & Treasure TM. The unit description statistics block
provides an easy reference for battle information for Castle
Keepers and players for running their combat scenarios.
Move: How quickly a unit can move together across open ground Size/Ratio: Small/10:1
(its movement rate). HD/UHP: 1d4/13 UHP
Move: 30 ft.
AC: The armor class of the squad and its individuals by armor type and AC: 15
dexterity bonus. The AC for cavalry equals the average of the riders Attacks/Attack Bonus: Spear (1d6)/+1 AB or Short Bow (1d6)/
armor class and his mounts. The Castles & Crusades Players Handbook +1 AB
provides information on armor class ratings by armor and shield type. Squad Formation: HP 3, Spear (1d6 + 4)/+5 AB or Short Bow
(1d6 + 4)/+5 AB
Attacks/Attack Bonus: Provides weapon and damage information Special: Darkvision 60 ft. Light Sensitivity (-2 to hit in bright
for the units standard attack methods and its Attack Bonus (AB) light); kobold combat maneuver (guerilla action)
modifier. This feature is equivalent to the base to-hit bonus (plus Saves/Primes: P
bonuses) in Castles & Crusades and is distinct to each class as detailed Face: 10 ft. (1 inch)
in the Players Handbook. The listed modifier is added to the attackers Morale: +1
d20 attack roll during combat. All monsters possess a bonus to hit Spells/Spell-Like Abilities: None
equal to their number of hit dice. For example, a 5-HD monster has
a +5 to-hit bonus (called attack bonus (AB) in Fields of Battle) in
combat. Special character abilities (like Weapon Specialization) and TROOP TYPES
attributes (strength and dexterity) may add to the attack and damage Troop types in Fields of Battle TM fall into the following categories
bonuses. Some monster units, such as units comprised of trolls, may and functions.
receive multiple attacks per combat round. Unit-versus-hero combat
is handled slightly differently, with the attacking unit receiving attack INFANTRY
and damage bonuses as per Table 5-1: Squad Information for Hero-
Versus-Unit Combat, page 20. Infantry (foot-soldiers or grunts) is the most common troop type
on the battlefield. Infantry is organized by weapon type and similar
Squad Formation: This section provides hit point totals for individuals abilities, and it performs the below-listed tasks.
within a unit and standard attack and damage bonuses for when a squad
swarms a hero unit in hero-versus-unit combat (See Chapter 5: Heroes INFANTRY FUNCTIONS
at War). Large units cannot form squad formations versus hero units.
Guard Action: Infantry holds terrain and leaves a footprint on
Instead, they fight hero units as per standard SIEGE Engine rules.
the battlefield. Boots on the ground equal possession of terrain.
Special: Any special magical or physical attacks or abilities,
Assault: Infantry marches against enemy positions, eradicates all
including any racial combat maneuvers (See Racial Combat
Maneuvers in Chapter 4: Combat). foes, and seizes their territory.
Saves/Primes: Standard primes for an individual and the unit Masking: Infantry masks the movement of more elite troops such as
these individuals comprise. cavalry, or provides a mobile shield wall for advancing archery units.
Face: The battlefield space of a unit. Using the squad standard, Patrol: Infantry moves from set points along a defensive front and
a face equals 10 feet of battlefield space or 1 inch. Table 1-1 scours the land for enemy scouting units or probing attacks.
through Table 1-5 provide unit facing information.
Infantry uses the standard formula to calculate Unit Hit Points.
Morale: Typically, morale equals the units base hit dice (HD) within the
units description. The higher the units HD, the more heavy training MISSILE UNITS
it has received, or the more willpower the creatures comprising the Missile units include archers, slingers, crossbowmen, and other
unit have, either of which makes the unit less likely to break and run units with ranged weapons. Missile units typically wear light armor
in the face of harrowing assault by an enemy force or deadly magic. A so they can carry extra ammunition.
commanders charisma modifier influences the morale of units under
her command, as per command bonus rules to morale (see Command
MISSILE UNIT FUNCTIONS
Bonus, page 12), and is added to the units morale total during combat.
Morale may be modified by a scenario based or Castle Keeper influenced Ambush: Missile units lie in wait for enemies to pass and waylay
intangible such as elite status, religious fury, or cultural tenacity. them with a rain of missile fire.
See Morale in Chapter 4: Combat for further details on how Harass: Missile units fire and retreat, depleting enemy forces and
morale checks work. drawing them into surprise attacks by waiting infantry or cavalry.
Spells/Spell-Like Abilities: This section lists the typical spells memorized Direct Artillery: Missile units directly fire at large masses of enemy
by all members of a magic-using unit or the units spell-like abilities. combatants to completely destroy them. This tactic is very effective
FIELDS OF BATTLE 9
A cavalry units UHPs are determined similarly to that of other units, AERIAL WING (CAVALRY) FUNCTIONS
except the mounts maximum hit points are added to the riders (See Close air support: Aerial units fire from fast-moving, elevated
Calculating Unit Hit Points, page 7, for more details). positions over the battlefield.
A cavalry units AC is the average AC of the mount and rider. Bombardment: Drop stones or burning oil casks on enemy
Its movement rate is equal to the mounts movement rate. This positions.
movement rate may be adjusted based on the weight of barding
and the riders armor. Troop Insertion: Deploy allied troops behind enemy positions or
into fortifications.
Cavalry units use the attack bonus of the rider, and they deal
whatever damage the rider deals + 1 die of damage equal to Interdiction/Assault: Aerial units can land between enemy
the mounts most damaging attack. For example, a 1st-level troops and allied positions, possibly landing at the flanks or rear
knight mounted on a heavy warhorse has an attack bonus of +0 of their enemies.
(modified to +1 for strength), and deals 1d8+1 points of damage
with her lance. Targets take an additional 1d6+3 points of damage Charge: Some aerial units like a nightmare-mounted cavalry, for
from the heavy warhorses hoof attack. example, may begin a charge in the air and complete it against
foes on the ground.
Cavalry units add the riders HD and the mounts HD together to
determine the HD bonus for their base morale score. For example, Aerial wings use the standard cavalry formula to calculate Unit
the knight on the heavy warhorse would have a +5 morale score Hit Points.
(1 HD for the knight + 4 HD of the heavy warhorse=5).
RABBLE
CAVALRY FUNCTIONS A rabble comprises any force of untrained combatants, such
Force Disruption: Cavalry moves behind and around enemy ranks as peasants, urban mobs, slaves, or other civilians pressed into
to disrupt the chain of command or immobilize reinforcements. combat. A rabble still falls into the same ratio category as any
Cavalry may be sent to attack the enemys lightly guarded supply other combat force; however, the rabble cannot enter into any
chain, kill porters, and seize foodstuffs in an attempt to starve out specific battle formations or perform any trained combat actions.
the enemy vanguard.
Rabble units use the standard formula for calculating Unit Hit
Skirmish: Mounted archers more quickly move into range of enemy Points. Human commoners typically have a HD of 1d4 for the
units, attacking from the flanks. They foil enemy archers by destroying purposes of calculating UHP. Their armor class and weapons depend
lightly armored enemy missile units before they become an issue. on whatever they have on hand or have been outfitted with. Rabble
units are unsteady in combat and have a morale of +0.
Charge: The most important tactical combat maneuver of
cavalry is the heavy charge (detailed in Chapter 4: Combat). RABBLE FUNCTIONS
Heavy cavalry charges affect a large swath of the battlefield, often
destroying everything in their path. A rabble is often driven before trained forces to soak up arrows
or absorb charges, allowing trained forces to slow enemy
advancement to their advantage.
AERIAL UNITS
These rare units, called wings, are comprised of flying beings of Mask Troop Movement: A rabble stands between trained enemy
large size or smaller. In other words, aerial units may be comprised troops and more important allied troops, denying the enemy
of creatures as big as griffons but not as large as dragons or rocs; the direct-line-of-sight attacksat least until the rabble is destroyed.
latter creatures would be treated as hero units. Aerial units bring
a third dimension to the battlefield. They may be another form of Fodder: A rabble soaks up damage and helps deplete the enemys
cavalry, such as a wing of Pegasus-riding elven lancers, or they may be resources.
comprised of intelligent flying creatures with some vested interest in
the outcome of the battle (such as gargoyles) or evil flying monkeys.
Like cavalry units, aerial wings use the attack bonus of the rider,
and they deal whatever damage the rider deals + 1 die of damage
equal to the mounts most damaging attack.
MOVEMENT ACTIONS
The following actions may be ordered by a commander
as non-combat movement actions.
FIELDS OF BATTLE 11
CHAPTER 4: COMBAT
COMBAT IN FIELDS OF BATTLE BATTLEFIELD COMMANDERS
In general, combat is resolved similarly to standard combat using Forces larger than individual squads need commanders to give
the SIEGE Engine rules. Initiative is rolled, movements and orders and focus their attacks. Commanders are generally NPCs
positions are taken, and attacks and counter attacks are made. who are mid- to high-level versions of the troops they command. For
Combat is resolved by making attack rolls for individual squads, example, the commander of a company of swordsmen is generally a
platoons, companies, or larger units versus targets who threaten renowned, skilled swords master, and an expert archer often leads
their space. If a platoon of 10 squads makes an attack, it is far other elite archers. However, some high commanders may have
simpler to roll just one attack roll for all 10 squads. A successful hit achieved their leadership role through heredity or through their
damages all opponents whose armor class may be struck and who wealth, so not all of them will be battle-proven leaders.
are within range of the platoons attack. In the case of melee attacks,
that means all foes within melee range of the attacking force. COMMAND BONUSES
Charges, magical bonuses, special attacks, and missile attacks In addition to adding their charisma modifiers to their armys
all take place normally, with few differences other than morale initiative, commanders provide this same charisma modifier as
and scale. Elevation, weather, cover, and other terrain factors are a morale bonus to any required morale checks (See the Morale
the same as in standard SIEGE Engine combat. A full combat section for information on morale checks) made by units in their
example is provided in the A Combat Sequence in Action command who are within their command radius (See Command
section of this chapter. Presence below). Units tied together through an unbroken chain
of command receive the morale bonus of the armys primary
Hero-versus-unit combat is handled slightly differently, as units general; those outside the command link use the command bonus
gain certain attack and damage bonuses against a swarmed hero. of the officer closest to their unit with the highest charisma bonus.
This type of combat is detailed in Chapter 5: Heroes at War. Command bonuses stack with any applicable morale boosts, such
as those provided by knights and bards. For some creatures, like
INITIATIVE orcs, command bonuses can be strength-based (CKs discretion).
Initiative in Fields of Battle is decided with a roll of a d10, just as it is
in Castles & Crusades, with the highest roll taking initiative. However, COMMAND PRESENCE
battlefield units add their battlefield commanders charisma modifier, Commanders have a quotient for leadership called command
if any, to their initiative. This benefit reflects their commanders presence. The commanders command presence is the radius by
strength in leading and inspiring the troops. Hero units (including which units under his command can see him and are willing to
NPCs and the PCs) do not gain this bonus on the battlefield, and follow his orders; it is also his ability to directly lead a number of
they roll their own initiative, acting on their own turn, just as they units within that defined radius.
would during a normal combat round. This reflects the battlefield
importance of heroes. Using the Fields of Battle combat rules, their COMMAND PRESENCE RADIUS
actions take place just as they would when using the normal SIEGE The command presence radius equals 1 inch (square or hex)
Engine rules. In the event of an initiative tie, heroes always go of radius per level or HD + 1 space increment per point of
before combat units. All other units re-roll. charisma bonus. Additionally, the command presence radius can
be extended 1 inch per 500 gp spent in payment or promise of loot
Initiative Example: War-clan leader Wrothgar Yimmyrsclaw of (See Purchasing Command Presence below for details). For some
the Frostbone Clan leads his barbarian horde (army) against their creatures, like orcs, command presence can be strength-based
mortal enemies, the ice ghouls of the White Wastes. His opponent (CKs discretion).
is the Ghoul Lord Issavul. Wrothgar has a +1 charisma bonus, and
his foe, Issavul, has a +2. Issavul gets a modified 6 and Wrothgar COMMANDED UNITS
a modified 4 on a 10-sided die. Issavul wins initiative for his army,
A commander may only directly command a specified number of
so the ghouls act before Wrothgars men. Wrothgar has two heroes
units. For each hit die she possesses, she may command two units.
on his side, they being his twin son and daughter, Kulung and
Additionally, she may command one extra unit per point of her
Uma. Their initiative scores are 3 and 8, respectively. Issavul has
charisma modifier and one extra unit per 500gp spent in loot offered
one hero, a remorhaz, and it scores a 4 initiative.
to her troops to further her command presence. Thus, a 10th-level
As the battle commences, Uma takes the first action, followed by fighter with a charisma score of 16 can command 20 squads based
Issavuls entire force, except for his remorhaz hero, who acts after on her level, plus two squads because of her 16 charisma modifier
Issavuls forces. Next, Wrothgars forces attack, and then Kulung (20+2). If she also spends 2000 gp to bolster her troops, she can
takes his action at the end of the battle round. then command an additional four squads, bringing the total squads
under her command for the battle to 26.
FIELDS OF BATTLE 13
MORALE Units outside the commanders command presence fight defensively
Morale is the willingness of a unit or army to advance and and move to withdraw or retreat from attackers should the fight go
fight, and its their ability to withstand the horrors faced on against them, but they take no other actions. If units remain outside
the battlefield without breaking and running. Quite simply put, a leaders command presence for more than four rounds and do not
morale is the measure of the units honor and bravery. In Fields attack or take any actions, they desert the field if possible. If the unit is
of Battle, morale is measured in the form of a save versus fear, otherwise attacked during this time or forced to defend itself, it does so,
otherwise known as a charisma save. though it makes no effort to move forward or capture objectives on the
battlefield without the guidance of a commander.
MORALE CHECKS
TABLE 4-1: MORALE CHECK CONDITIONS
Listed with each units stat block is a morale score. This score Morale checks are forced for any of the following conditions. The listed
merely reflects the units HD. The units morale check and its challenge level modifier indicates the added difficulty to the morale
success or failure is resolved like any other attribute check, but the check. Morale conditions stack, so units may suffer from more than one
morale score is added to the roll instead of the HDeven though CL modifier. Note that undead units never need to check morale.
they are likely the same (it is only likely the same because some Challenge Level
creatures, like dwarves, have a bonus to their morale score, while Forced Morale Check
Modifier
gnolls and rabble units are unsteady in battle and begin with a +0 Unit is out of the command presence of an
morale; undead never check morale and do not have a morale +1
immediate commander
score, and cavalry units add the riders HD and the mounts HD
Unit suffers a loss of half or more of its UHP in
together to determine morale). CKs should be sure not add both +1
a single round
the units HD and its morale score to the attribute check; a unit
may, of course, add morale bonuses gained from its commander Unit leader with highest command presence
+4
bonus is slain, captured, or immobilized
and any other applicable morale bonuses. Units with mental as
their primary attribute or that are of high hit dice will more likely Platoon* loses over half of its squads +2
succeed in their morale checks, remaining steadfast in the battle. Immediate commander is slain, captured, or
+2
immobilized
The challenge level (CL) for a morale check is determined by a number
Opposition possesses more powerful magic +1
of circumstances, ranging from the death of a battlefield commander or
hero unit, to suffering massive casualties against superior odds. Table Units outnumbered by opposition by 2 to 1 +1
4-1: Morale Check Conditions lists the conditional modifiers that Opponent unit is impervious to units attack damage +2
force a morale check. All applicable conditions stack. Additionally, two Celestial, demon, or dragon of at least 12 HD
+3 or More**
morale-causing situations are more fully discussed below: the loss of a manifests on the battlefield.
commander and being out of command presence. Deity manifests on the battlefield (allies) None required
MORALE CHECK: LOSS OF THE COMMANDER Deity manifests on the battlefield (opposition) +10 or More**
* Refers to any configuration of troops made up of smaller sub units
The loss of a commander can demoralize a unit. If the commander
as determined by the unit ratio set up for the battle.
falls or is captured and the troops are outside the command presence
of another officer, treat the unit as being out of command presence **The power of a supernatural being such as a powerful celestial,
(see below), which requires a morale check (CL 3; 1 for being out of dragon, or demon has a minimum effect on morale of at least +3,
and potentially more as determined by the Castle Keeper, or as
command presence and 2 for witnessing their commanders fall or
agreed upon by the players in a non Castles & Crusades game of
capture). If a commander is lost while the troops are in the command Fields of Battle. A deitys presence adds +10 to the challenge level of
presence of another commander, however, the troops must also the morale check, or more at the CKs discretion.
make a morale check (CL 2 for witnessing their commanders fall or
capture) to accept the new commanders orders. Morale (charisma) WHEN MORALE BREAKS
checks for a unit to accept a new commanders authority do not A number of things occur when morale breaks.
include the new commanders charisma modifier, as the unit is not
effectively under her influence at the time of the morale check. WITHDRAWAL
Keep in mind that a commander may only command as many units
Units immediately disengage their attacks and attempt to withdraw
as her command presence allows, so that can affect her ability to
from the battle. They use their action to take a full move away
gain command of the unit.
from any engaging unit in the easiest possible direction. If the unit
MORALE CHECK: OUTSIDE THE COMMANDERS encounters a friendly unit during its route, the encountered unit may
COMMAND PRESENCE allow it to pass, or its commander may attempt to assume command
of the withdrawing forces (See Regaining Command below).
Units that have fallen out of their commanders command presence
must immediately make a morale check without benefit of the If the unit is not recalled to battle by a commander, it continues
commanders charisma bonus at CL 1. If the forces morale check moving at its full movement rate away from the battle. If it is
succeeds, it continues to execute its last received command. If the force attacked again and suffers additional casualties, a second morale
fails its morale check, the unit loses its action for that combat round. check must be made. If the second morale check is successful, the
If another commander encounters the routed unit, he may attempt to To make an indirect fire attack, make a normal missile attack roll
halt its route, though he does so with a charisma check at CL 4. This and subtract any penalties for range, cover, or concealment. On a
commander must not be a commander who has previously failed to bring successful hit, roll damage, and apply the damage, including any
a unit under command. If the commander succeeds, the routed units fall bonus damage, to every unit or individual caught in the attack
into formation with other troops within his command presence. Only radius, which is equivalent to 1 inch per two squads firing. Thus,
one last-ditch attempt to regain command of a routed unit is possible. If it 10 archery squads participating in an indirect fire attack may affect
fails, the routed unit is lost for the duration of the battle. a 5-inch radius on the battlefield with this devastating attack.
FIELDS OF BATTLE 15
A magical attack may include using a scroll, wand, staff, or rod. GNOMES
More powerful spellcasters rarely serve in units but are, instead, hero Gnomes often serve as sapper units in the vein of goblins and
units due to their ability to so quickly change the tide of battle. kobolds. In their own benighted warrens, they fight from narrow
chambers that give them a tactical advantage and deny enemies
entry into their sanctuaries.
RACIAL COMBAT MANEUVERS
Each humanoid race has its own preferred style of combat. These GNOMISH COMBAT MANEUVER
racial styles have been developed through unending millennia of Badgers Bite: Gnomes gain a +1 to damage when fighting from a
tried-and-true combat methods. These racial maneuvers provide fortified position such as a wall, corridor, or tunnel if they are not
certain combat bonuses, as detailed below. Racial maneuvers flanked by enemies.
require one round to activate.
GOBLINS
DWARVES
Nefarious and wicked to the core, goblins are as smart as humans
The warlike dwarven heritage runs deep, and so too does the and, pound-for-pound, twice as cruel. Like their larger, more
dwarven motto: Clan above all. This sensibility proves itself time brutish cousins, goblins exploit any advantage when it comes to
and again in the deep underground halls and high-mountain passes, embedding their blades in the soft flesh of their enemies.
where every dwarf relies on his kinsman for defensive advantage
against all foes. GOBLIN COMBAT MANEUVER
Dwarven Resolve: Dwarven resolve runs so deeply that they add Goblin Swarm: Anytime goblins can mass against an opponents
their natural resistance to fear to their morale, gaining a +2 to all flank or rear, they gain an additional +1 to hit in addition to any
morale checks. bonuses they gain for flanking. If their strike is successful, they
immediately force a morale check (challenge level 1 +1 for each
DWARVEN COMBAT MANEUVER flanking unit) from their target. Targets failing their morale check
are forced to retreat from the onslaught, lest they find themselves
Dwarven Mantlet: So long as 50% of the dwarves in a battle group
enveloped in the clutches of the goblin swarm. The swarm
are still standing and within 20 ft. of each other, the dwarves gain
continues to gain its advantages to hit for as long as they manage
a +1 bonus to AC against all foes.
to muster attacks while outnumbering opponents. Targets that fail
their morale and have no place to retreat are destroyed.
ELVES
None amongst the eldest races of the world have the expertise HOBGOBLINS
or express such virtuoso in ranged combat as the elves. Elves
Perhaps the most militaristic of the goblin races, hobgoblins are
approach warfare as an artist approaches a blank canvas. Their
highly focused on victory, and they are well-versed in tactics.
chaotic nature and creative flourish make them unpredictably
These disciplined warriors keep quality equipment and well-
dangerous foes who can quickly shake an opponents composure.
organized supply lines.
ELVEN COMBAT MANEUVERS
HOBGOBLIN COMBAT MANEUVERS
Elven Artillery: Elves have millennia of practice in coordinating
Iron Morale: Hobgoblins are steady in the face of battle; hobgoblin
their attacks with deadly precision. Elven archery units gain a +2
units are considered to have mental primary attributes when making
bonus to indirect fire attacks. Additionally, these attacks cover a
any required morale checks during battle (morale CB 12).
50% larger area than indirect fire attacks attempted by non-elves.
Focus at Arms: +1 to damage with one specific weapon as
Battle Sagacity: The combination of long lifespan and unpredictable
defined by their unit equipment.
nature allow elven units to undermine an opponents confidence in
their leader. As such, units directly engaged in combat with elves
gain no morale bonus from their direct commander. KOBOLDS
Irascible, cowardly, and hate-filled creatures, these tiny devils of
GNOLLS the deeps are seldom found in surface conflicts. That said, their
intense battles with gnomes, goblins, and other races in the vast
Gnolls are mischievous and brutal by nature, preferring superior
caverns of the Darkness are well documented. Being weak in a
numbers, flank attacks, and ambushes to straight-up fights, despite
stand up-fight, any battle group facing kobold units with superior
the fact they are physically imposing creatures and quite deadly in
numbers forces the kobolds to take a morale check or retreat from
combat. That is, until they get hurt! Gnolls begin making morale
danger, seeking out friendlier terrain or bottlenecks in which to
checks at 20% casualties.
use their small stature to greater advantage. Despite this, pursuing
GNOLLISH COMBAT MANEUVER enemies often face heavy casualties from the dangerous gifts
kobolds are known to leave behind.
Dirty Dogs: Gnolls deal 1 extra point of damage when attacking
from the flanks or rear!
Divide the Unit Hit Points (UHP) of defending squads by the Although the Fields of Battle TM version of the SIEGE Engine TM
total damage dealt. The resulting number indicates the number of works exceptionally well for re-enactments of historical battles, the
squads defeated in that combat round. game is, after all, intrinsically designed for fantasy role-playing.
Combat Example: A platoon of 10 squads numbering a total of 50 In fantasy combat, supernatural beings, wizards, and priests of
elven swordsmen makes a successful attack roll versus a platoon powerful deities may be present on the fields of battle. These
comprising 12 squads of adjacent orcs. The attacking elves are actually beings may have the ability to summon allies to the battlefield or
in contact with 6 of the 12 squads of orcs. The elves roll 1d8+1 for call forth devastating mass-effect spells at will. It is also likely the
damage and get a 6 for the total damage. The 6 orc squads in contact combatants include aerial or burrowing creatures. Such beings are
FIELDS OF BATTLE 17
alien to the classical historical battlefield, but they have abilities remains within the commanders command presence, the entire
that may be similarly applied to a modern theater of combat. line also remains within it. A picket line requires a minimum of five
squads to form and takes a round of movement action to achieve.
For this reason, fantasy combat and tactics are more readily
aligned with their modern counterparts, with fireball spells similar
to rocket or artillery attacks and invisibility spells mimicking
modern stealth technology.
Shield Wall: A shield wall provides a barrier of shields butted
Additionally, Castle Keepers and players who attempt to move
together, bristling with a line of spears to fill a breach or gap upon
their troops using classic historical maneuvers will quickly find
the battlefield that has protected flanks or sides. Its purpose is
their forces annihilated when confronted by a dragons breath
to make a wall against cavalry attacks, as horses become skittish
weapon or by area-effect magic like lightning bolt.
when being driven against what they perceive as an immovable
Fantasy combat requires units be more spread out across the object. Without a protected flank, a shield wall is susceptible to
battlefield to avoid mass eradication of entire platoons. In realms flanking attacks or being skirted by enemy cavalry units, who may
of fantasy, long rows of forces are eschewed for smaller echelon, then strike the shield wall from behind. Any force armed with
wedge (pyramidal), or diamond formations for troop movement. shields may enter a shield wall formation. Units in a shield wall
High mobility and the ability to quickly close gaps between enemy gain a +2 to AC from frontal attacks, but they suffer a -1 penalty
squads is seen as a key to victory in such battlefields, as generals to AC when attacked from the rear or its flanks, in addition to
must get their forces to close with enemies before the fireball spells any flanking bonuses the enemy receives from attacking its sides.
fly or web spells trap entire squads in their sticky threads. A shield wall is typically an immobile formation that requires one
full round to form. Units must be in the command presence (in
Unlike most historical battles, generals and commanders in the command) of a commander to create a shield wall. A minimum
fantasy genre must move with their forces. Rather than issuing of ten units are required to form a shield wall. Typically the shield
commands with flag, trumpet, and drum atop a hill, commanders wall is immobile but may be moved at 12 its movement rate if the
must be able to react and counter the tides of war up close to give commander makes a successful charisma check whose challenge
their commands as chance for success. Although such items are rating is equal to 12 the number of units forming the wall.
still used, flags and banners can be obscured with wall of fog or
similar spells, much like smoke grenades are used to mask troop
movements in modern battle, after all. And silence spells may
smother the sounds of drums and trumpets, leaving units deaf to
signals ordering them to charge or retreat.
COMBAT FORMATIONS
To enter a combat formation, a unit must be in full command of Phalanx: A phalanx is a multi-layered formation comprising a
an officer. Units not in direct command may not enter a combat wall of spears and shields. This tight formation can move forward,
formation. Units in an existing formation remain in the formation laterally, or retreat, but it lacks turn-on-a-dime mobility. Like a
they were in, even if their commander is slain, but must make any shield wall, it is susceptible to attacks from the rear and flanks. A
appropriate morale checks to remain engaged in the battle! phalanx is always considered to be set to receive a charge due to the
interlocking nature of the formation. Phalanx formations gain a +3
to AC, as at least one-fourth the unit is considered to have cover.
Phalanx units gain 2 attacks when armed with a standard spear,
reflecting the bristling rows of spears. Phalanx units armed with
Picket Line: A loose formation which allows other units to pass pikes or long spears gain 3 attacks due to the ranks involved.
through its ranks with no penalties. While in a picket line, units
may only attempt direct fire attacks or melee attacks; they must Forming a phalanx requires a minimum of 12 units stacked in
form up when attempting any other formation attacks or defenses. either two rows of six or three rows of four or any mathematical
A picket line has two advantages: the units in the picket line do not permutation of that ratio. It is required that the units are armed
impede the movement of allied forces, and the picket line can span with spears, pikes, long spears, or other pole-arms. It takes two full
a broad area of the battlefield while remaining under the command rounds to form a phalanx.
of a single commanderas long as a portion of the picket line
FIELDS OF BATTLE 19
CHAPTER 5: HEROES AT WAR
HEROES IN BATTLEFIELD COMBAT setting would be appropriate. While the HD of the two orc squads
combined in this situation is certainly higher than a single PCs
Hero units participate in Fields of Battle combat in exactly the HD, the presence of the other three heroes of equivalent HD
same manner as they do in standard SIEGE Engine combat. ensures the advantage to the heroes, who combined, have more
While armies act on their commanders initiative, heroic PCs and HD than the two squads. However, the same two squads attacking
NPCs (who may very well be commanders) act independently a single PC would be quite inappropriate, resulting in the
of the armies, moving on their own initiative scores within a outright slaughter the lone herowhich isnt fun for any player.
roundunless they embed themselves within a unit, whereupon Additionally, pitting the same two orc squads against a party of 1st-
non-spellcasters lose their individual action (See Embedded 2nd-level characters in a dungeon situation would likewise not be
Heroes, page 22) and become a part of the units attack, while appropriate. In such an instance, the individual orcs should prove
spellcasters attack with spells on their units initiative. an appropriate challenge to the PCs in their own right!
Typically, heroes face off against other heroes on the battlefield; For hero-versus-unit combat, the CK should consult Table 5-
however, situations may arise where the hero is directly assaulted 1: Squad Information for Hero-Versus-Unit Combat below,
by one or more enemy units. In this circumstance, the hero which provides special attack and damage information for squad
directly faces the direct ratio/number of individuals comprising formations by a squads component creatures size. The attack and
the encountered units. Thus, a hero unit coming into contact damage bonuses provided indicate a squads ability to surround and
with a squad of orcs (medium-sized creatures) faces 5 orcs. A overwhelm an individual, proving that squad formations of even
hero unit encountering a squad of goblins (small-sized creatures) low-level creatures can be deadly. The chart provides the attack and
faces 10 goblins, and so on. This resolution of scale is called squad damage bonuses for a standard 1-HD unit. CKs should add a +1 to
formations (See Squad Formations below for more details). Units attack bonus for each HD above 1 the unit has to the attack bonus;
in squad formations receive attack and damage bonuses against additionally, CKs should add any strength or dexterity bonuses, any
heroes. Squad formations are only used for small- and medium- embedded hero units bonuses, and any character class special abilities
sized units battling heroes. Large units, which consist of two like Weapon Specialization, and any other applicable bonuses to the
troops, cannot fight in squad formation, so they battle hero units base attack and damage bonuses provided on the chart for units in
via the standard SIEGE Engine rules. squad formations. An example battle scenario is included below.
Fighters with Combat Dominance or Extra Attack may
TABLE 5-1: SQUAD INFORMATION FOR HERO-VERSUS-UNIT COMBAT
use these abilities when fighting units, just as they would
in standard SIEGE Engine combat. So, a high-level Individual HP per Attack Damage
Unit Size Ratio Hit Die
fighter with initiative over a weaker squad should have HD Per Squad* Bonus** Modifier**
no problem in defeating the squad quickly or at least Small 10:1 1d4 3 +5 Weapon+4
forcing a morale check! Small 10:1 1d6 4 +7 Weapon+6
Small 10:1 1d8 6 +8 Weapon+8
SQUAD FORMATIONS
Medium 5:1 1d8 6 +5 Weapon+4
When hero-versus-unit combat takes place, the opposing
Medium 5:1 1d10 8 +6 Weapon+5
unit should, more often than not, be treated as if it is in
squad formation. At the CKs discretion, units of creatures Medium 5:1 1d12 10 +7 Weapon+6
with a militant background, such as humanoid foes (goblins, *This number only reflects an average hit point total per hit die for an individual
orcs, hobgoblins, and the like), have at least a rudimentary troop member within the unit when conducting hero-versus-unit battle formation
knowledge of battle tactics; they know how to form battle combat. Small- and medium-sized creatures have three-fourths their standard HD in
hit points per hit die. CKs may wish to alter the base hit points listed for elite units.
ranks to increase both their offensive and defensive output
while working together as a squad. Squad formations are **The chart assumes a 1-HD unit, so add +1 to the attack bonus for each
intended for use with units of medium- and small-sized additional HD. Add any applicable bonuses (embedded hero, strength or dexterity,
creatures. When heroes face units of large or larger size, or special class abilities, etc.) to the base standard. Additionally, cavalry add their
mounts natural attack to the damage.
combat is resolved via the standard SIEGE Engine rules.
Giving monsters of small and medium size the opportunity to form UNIT SIZE, RATIO, HIT DIE, AND HIT POINTS PER HD
ranks when facing player characters gives monsters more traction In Castles & Crusades, monsters, like player character classes,
in the game, allowing the Castle Keeper to continue using old have differing hit die reflecting their physical ability to withstand
standbys without fear of classic monsters like goblins becoming damage. Hit points per hit die per squad have been calculated on
irrelevant to good storytelling. As a rule, it is best to avoid using Table 5-1 for ease of use in game, so that combat between a hero
squad formations whenever the combined HD of a squad is greater unit and an enemy squad may be resolved more quickly. Table
than the HD of a single PC. Thus, 10 orcs (medium-sized creatures 5-1 assumes each individual within a small- or medium-sized
with a total of 10 HD) making two squad formations versus a unit has at least three-fourths its hit dice in starting hit points. A
party of four 5th-level characters (total of 20 HD) in a battlefield hero need only deal the amount of damage listed (per hit die) to
20 CASTLES & CRUSADES
down a squad member. Additionally, because unit members are so in a medium-sized unit, the loss of one member causes the unit to
closely packed together in formation, the hero may, depending on suffer a -1 to its attack and damage bonuses. The starting bonuses
the damage dealt, actually kill more than one unit member with are listed in the chart by unit size and HD type.
his attack, slicing or bashing through his intended victim with his
weapon to the swarm beyond. Hero-Versus-Unit Combat Example: A squad of 10 goblins harasses
Saragun, a 5th-level ranger, on the battlefield. The goblin squad has a
A heros kills diminish a units combat effectiveness (See Attack total of 10 HD (10 x 1 HD creatures=10 HD), and each goblin has
Bonus and Damage Modifier below). 4 hit points each, per Table 5-1 (goblins are small, 1HD creatures,
so, as the chart indicates, each individual goblin has 4 hit points).
ELITE SQUAD FORMATIONS The goblins attack the ranger with their spears. They have a +7
to-hit bonus due to their superior numbers; they roll a 14 on their
Certain squads may be comprised of enemies with more than one hit
d20 attack roll, resulting in a 21, which is good enough to penetrate
die, such as a squad of 3rd-level fighters. When dealing with multiple-
the rangers AC 13 (studded leather armor). Their damage capacity
HD squads, simply multiply a units HD by the hit points listed for an
is 1d6+6 (+6 damage bonus from Table 5-1) points of damage
individual member in Table 5-1, and then increase both the attack
with their spears. Rolling a 2 on the d6, the goblins deal 8 points of
and damage bonuses by +1 for each additional hit die added.
damage to the ranger with their phalanx of spears.
Elite Squad Formation Example: in the case of a squad of 3rd-
The ranger, being an expert in battling such creatures, bears into
level fighters (a medium-sized unit with d10 as its base HD), each
their onslaught with his trusty longsword. The 5th-level ranger has a
individual member comprising the unit would have 24 hp (the base 8
base attack bonus of +4 for his level, but he is strong (16 strength,
hp per member from Table 5-1 multiplied by 3 HD=24). Therefore,
+2) and has a +1 longsword, so he gains +3 to hit, giving him a
a hero would have to cause 24 hit points of damage to one member
total attack bonus of +7. He rolls a 10 on his d20 attack roll; adding
to remove him from the squad. This unit would have an attack bonus
his +7 attack bonus, he has an 18 for his attack roll, which succeeds
of + 8 and a damage bonus of +7 (the unit gains +1 for each added
in hitting a goblin (AC 15). The rangers damage capacity is 1d8+8
hit die, which becomes +2 for the additional 2 HD; this is added to
(+2 strength, +1 sword, and a +5 damage bonus against goblins
the base +6 attack and +5 damage listed on Table 5-1, which, when
for his Combat Marauder ability=+8). He rolls a perfect 8 on his
increased by 2 each, becomes +8 attack and +7 damage).
damage roll and adds his +8 damage bonus, thereby dealing a total
Additionally, an elite force doesnt have to mean a higher HD of 16 points of damage to the goblin unit. As indicated above, while
unit. Instead, it might mean a tougher-than-normal unit. To create the hero concentrates on one individual within the unit, his attack
such an elite standard unit, the CK should boost the squads listed may actually down more than one individual if it is potent enough.
hit point total by one or two points, possibly maxing out the HD. Divide the total number of damage dealt by the base hit points per
Next, the CK might even consider further boosting the squads die of the attacked creatures to see how many unit members are
toughness with a constitution modifier bonus, further bolstering killed; if enough damage is done to wound an additional member
the units hit points. Finally, the unit might possess magical but not kill him, the remaining damage is dropped, and the creature
weapons and/or better armor. All these things would make a is unaffected. In the rangers case, his 16 points of damage is enough
standard unit more difficult to remove from the battlefield. to kill 4 members of the unit (16 damage/4 hp each=4); he literally
scythes through their bodies with his bold strokes. The goblin force,
DAMAGING A SQUAD FORMATION now reduced by 4 members, suffers a -2 penalty to both its to-hit
and damage bonuses listed on Table 5-1 (for every two members
When the hero attacks a squad formation, he deals direct hit point lost in a small unit, the unit suffers a -1 penalty).
damage against a creature within the unit, attacking as per normal
SIEGE Engine combat. In this instance, a squad members hit points The remaining 6-member goblin unit attacks again. Having lost 4
are as per Table 5-1 per hit dice. As the number of squad members members, their small-sized goblin units attack and damage bonuses
dwindles, the units effectiveness degrades, resulting in a reduced are now +5 to hit and +4 to damage. They roll a 17; adding +5, they
attack bonus and a reduced damage bonus, as detailed above. get a 22, and again successfully strike the ranger. Their damage die
roll equals 4+4, and thus the remaining goblins deal another 8 points
If a hero decimates a squad or more single-handedly, the hero of damage to the ranger, bringing him to 16 points of damage.
grants a +1 morale bonus to all allied units within sight of her
deeds, for as long as she remains visible. When a unit takes a 50% The ranger strikes again on his next attack, hitting with a total
loss or more of its squad in hero-versus-squad combat, the unit is score of 18 for a total of 11 points of damage. Since 11 can be
forced to make a morale check at CL 1 to continue fighting. divided evenly by 4 twice, the goblin unit loses 2 more troops,
leaving only 4 remaining (the additional damage is dropped). The
ATTACK AND DAMAGE MODIFIERS OF DAMAGED goblin squads attack and damage bonuses suffer an additional
SQUAD FORMATIONS -1 penalty, reducing them to +4 to hit and +3 to damage.
As a unit loses members, its battle proficiency suffers, causing Additionally, because the goblin unit has suffered a 50% loss
attack and damage penalties to be applied against its standard or more at this point, the unit must roll a morale check (a
combat bonuses listed in Table 5-1. A units size (small or medium) charisma check versus fear) to hold, as they have suffered massive
affects how penalties are assessed. In small-sized units, for every two casualties. The challenge level of the save in this instance is equal
members lost, the unit suffers a -1 to its attack and damage bonuses; to the HD of their opponent +1 for suffering heavy casualties.
FIELDS OF BATTLE 21
Against the 5th-level ranger, the goblins have a challenge level of Likewise, heroes embedded within units in unit-versus-unit
6 for the morale check (5 for the rangers HD + 1 for suffering combat are struck on any hit that would strike their own AC;
casualties=6). The goblins do not have mental prime attributes, they receive the damage amount suffered divided by their unit
so their charisma check starts with a challenge base of 18 and is ratio (rounded down) directly to their hit point total. Depending
modified by CL 6, thereby requiring a challenge class of 24. Even if on the heros hit point total, it is possible for the embedded heros
the goblins rolled a natural 20, they could not overcome their fear entire squad to be decimated while he still stands. He then fights
of the ranger with their +1 morale score, so the goblins fail their as a hero unit, or he joins up with another unit. While fighting in
morale check; they flee the battlefield on their turn. squad formation in hero-versus-unit combat, the embedded hero
receives direct damage from the attacking hero opponent.
HEROES IN BATTLE
Example: In unit-to-unit combat, a squad of gnoll archers fires on
Heroes and officers provide an important component to any battle. Erutanth the bards medium-sized unit. Erutanth is a 4th-level bard and
Their presence adds to their allies morale, and their deeds inspire
has 25 hit points. The gnolls score a hit on her unit, dealing 6 points
their forces to victory. Likewise, their defeat and failure can thoroughly
of damage. Erutanths unit suffers 6 points of Unit Hit Point damage,
demoralize allies who witness these events. This chapter deals with
but Erutanth personally suffers 1 point of damage (6 points of damage
the possible combat activities PC and NPC heroes may take upon a
divided by 5, the units medium-sized ratio (rounded down)).
battlefield, either as commanders or as individual hero units.
Special: Spellcasters embedded with a standard unit may still cast
EMBEDDED HEROES their spells normally on their units turn. Many of these spells may
Some heroes may wish to be embedded directly with perspective grant special effects and powers to their unit. Note: If the spellcaster
units, taking the place of corporals, sergeants, and the like. In this is using a spell which requires a full round of concentration to use,
instance, the heroes are not considered solely as individuals. the embedded spellcasters unit may take no action other than to
Embedded heroes who are not spellcasters do not take individual defend itself while the caster prepares the incantation.
attacks, rather some of their attack bonuses or special abilities
are folded into the bonuses and abilities of the overall unit; EMBEDDED HEROES ASSETS
spellcasters may cast a spell on their units initiative. Only one With the exception of spellcasters, heroes embedded with units
hero may be embedded with a unit at any given time. forfeit their independent actions upon embedding themselves
Embedded heroes double the Unit Hit Point total of the unit they with a unit; spellcasters, however, may cast spells (only) as an
are attached to and add whatever specialized bonus a character of individual action on the units initiative, but may not make
their level brings to his squad. This reflects the greater number of hit hand-to-hand attacks as an individual. While embedded, a
points, better equipment, and, in general, more efficient or specialized heros presence bolsters the abilities of the unit, granting certain
attack style. While in squad formation, however, the embedded hero bonuses dependent upon the heros class and level. In the example
maintains his own hit points, but the other squad members have the above, Gweyeth the Strong, a 3rd-level fighter, granted his unit of
standard HP listed on the chart; so one member of the unit will be spearmen a +1 bonus to to-hit and damage rolls.
harder for the hero to kill. Also, the embedded hero becomes the de-
A hero may disengage from their unit at any time or join another
facto commanding officer of the unit, adding his charisma bonus, if
unit if they so desire. Any time the hero embeds himself within a
any, to morale checks his unit may be forced to make.
unit, that unit gains all the applicable advantages the heros class and
Thus, a unit of spearmen led by Gweyeth the Strong, a 3rd-level level provide from being embedded. CKs should consult the class
fighter, would look like this: information below to determine the specifics of these benefits.
Fighters often serve as commanders and leaders on the battlefield. Knights are at their best when embedded with cavalry; however,
Being more refined in their training than the typical warrior, they bring foot soldiers also benefit from the unit bonuses knights offer.
the brunt of their many abilities and professional training to bear in Most of the knights embedded assets are clearly listed in the
battle. They help units take on enemy formations, aid it destroying Castles & Crusades Players Handbook. The knights abilities stack
fortifications, and often challenge enemy officers to single combat. with all other units within their command presence. Thus, a
EMBEDDED ASSET knights powers may stack with units in their command presence
who also have embedded heroes within them.
Fighters grant a portion of their combat abilities to units they are
embedded with. A fighter character embedded with troops offers KNIGHT LEVEL
the following advantages:
21+: The knights renown is such that his battlefield bonuses to units
FIGHTER LEVEL in his command presence are doubled for their duration.
RANGERS Wizards can have a profound effect upon the battlefield, and
can single-handedly turn the tide of battle by drawing upon
Rangers frequently lead archer squads or recon units to scout their arcane might. A wizard of sufficient level who has buffed
out enemy forces for weaknesses. Their units may also act as himself with powerful mass attack spells and magical defenses
skirmishers and marauders, attacking enemy hero units. With the can be virtually undefeatable on the battlefield, except by other
ability to quickly defeat enemies on the battlefield, rangers make heroes. The various specialized wizards each have their own
invaluable hero units. value upon the battlefield, be it evokers who call down fire and
lightning, abjurers who can protect their forces against attacks, or
EMBEDDED ASSETS
summoners who can call up instant troops to replenish those who
In addition to their own special abilities, rangers embedded with a are spent upon the field.
unit offer the following bonuses:
EMBEDDED ASSET
Ranger Level
Wizards retain the ability to cast spells when embedded with a unit.
1-4: +1 to damage against humanoid/giant opponents. Likewise, area-effect spells that overlap the size of the unit (10 ft.)
the wizard is embedded in affect all members of the unit. A wizard
5-8: +2 to damage against humanoid/giant opponents; +1 character embedded with troops offers the following advantages:
saves and AC versus the rangers favored enemy.
9-12: +3 to damage against humanoid/giant opponents; +2 Special: High-level wizards can summon hero units and other
saves and AC versus the rangers favored enemy. creatures of the inner and outer planes to do their bidding on the
battlefield. These units calculate UHP and attacks as any other unit.
13-16: +4 to damage against humanoid/giant opponents; +3
saves and AC versus the rangers favored enemy.
17-20: +5 to damage against humanoid/giant opponents; +4
saves and AC versus the rangers favored enemy.
ROGUES
Rogues may traverse the field of battle as spies and harassing skirmishers,
seeking out enemy units and relaying their positions and tactics back to
allied units. Rogues may steal the battle plans from an enemy encampment
or pilfer an un-holy artifact needed by the enemy to win the day.
FIELDS OF BATTLE 25
CHAPTER 6: SIEGE WARFARE
In mass combat, it is often necessary for one force to assault a Ammunition lists optional ammunition for the siege engines.
fixed structure and for another force to defend that structure
from an invading onslaught. In prolonged engagement scenarios, BALLISTA
it is possible that some forces may have entrenched themselves, Cost: 500 gp, Damage: 3d8, Area: 5X5, Range: 120 ft., Crew: 1 or 2
creating semi-permanent defensive positions. Possibilities for such
scenarios are endless. This section provides details for the strength A ballista is a huge wooden crossbow typically fixed in place,
of fixed emplacements and siege equipment. It also provides the but it may be mounted on rollers, wagons, ships, and the like.
penalties and bonuses provided by cover, terrain, and elevation, Because a ballista is so large, medium- and small-sized users suffer
information which may be needed to fully realize a Fields of a -4 penalty to their attack rolls when attempting to fire a ballista
Battle encounter for your Castles & Crusades game. alone or -2 when firing as part of a crew. A ballista has a range
increment of 120 ft. This weapon is primarily used to kill large
Sieges work effectively in fantasy role-playing scenarios as plot creatures on the battlefield (such as elephants, ogres, dragons,
hooks and as exciting culminations of long-standing campaigns. etc.) exposed within its range. Equally, ballistae may be used to
Perhaps the PCs are required to take vital information or a holy fire flaming spears against siege towers to catch them on fire. A
relic into a stronghold to give the defenders that last piece of ballista with a crew of 2 may have the weapon prepared to fire
material needed to destroy the demonic enemy general. Perhaps every other round. Otherwise, the ballista may fire once every 3
the PCs are attempting to infiltrate an enemy base to slay an evil rounds. A ballista takes up a 5-ft. space.
lich generating legions of undead warriors from the bowels of his
tower, and the only way into the fortress is through the ranks of CATAPULT, HEAVY
undead in their path. Simply defending what the PCs have fought Cost: 800 gp, Damage: 6d6, Area: 15x15, Range: 200 ft.
long and hard to seize for themselves is about as old school a (minimum range 100 ft.), Crew: 4
campaign scenario as it gets for fantasy role-playing games.
A heavy catapult hurls huge pieces of stone or bundles of cast
SIEGE ENGINES iron balls at a range increment of 200 ft., with a minimum range
of 100 ft. With a crew of 4 trained siege engineers firing the heavy
Siege engines function normally on the battlefield, affecting catapult, it may be winched, loaded, aimed, and fired every other
targeted squares on a hit and random squares on a miss. Listed round. Heavy catapults may be loaded on wagons and moved at
below are common siege engines. Table 6-1: Siege Engines lists the bearing weight and speed of the animals hauling it. Otherwise,
the siege engines cost, typical damage, range increment, and a heavy catapult may be pushed 10 ft. per round. Heavy catapults
number of crew to operate at a glance. Table 6-2: Siege Engine take up a space 15 ft. across.
CATAPULT, LIGHT
Cost: 550 gp, Damage: 4d6, Area:
10x10, Range: 150 ft. (minimum
range 75 ft.), Crew: 2
Historically, the largest siege towers were nearly 140 ft. tall and 60 ft.
RAM, BATTERING wide. They could hold 1000 knights and archers. Such behemoths
were outfitted with multiple catapults, ballistae, or cannons; they
Cost: 1000 gp, Damage: 4d6, Area: 1 stationary target, Range: required hundreds of men to push and pull them into position.
, Crew: 10 medium-sized crew or 20 small-sized crew Siege towers cost 400 gp per 20 feet in height to construct.
A battering ram is a huge log, usually
with an iron or bronze end cap. Battering TABLE 6-1: SIEGE ENGINES
rams may be complicated siege engines ENGINE COST DAMAGE* AREA RANGE CREW
built with protective covering for the ram
Ballista 500gp 3d8 5X5 120 ft. 1 or 2
team (typically 2-4 squads of infantry) in
a wheeled frame with the ram swinging Catapult, Heavy (min 100 ft.) 800gp 6d6 15X15 200 ft. 4
from stout chains. Rams can also be simple Catapult, Light (min 75 ft.) 550gp 4d6 10X10 150 ft. 2
affairs, being a log born by strong backs Ram, Battering 1,000gp 4d6 1 Stationary Target 10-20
used to hammer against a gate.
Ram, Makeshift Varies 2d6 1 Stationary Target 10-20
A battering ram affords full cover (+10 Siege Tower 2,000gp NA 20+
Armor Class) to the ram team. The ram *A ballista or catapult can fire special ammunition. The special ammunition does damage as listed
may strike every other round and deals 4d6 in Table 6-2: Special Ammunition.
points of damage to wooden structures, but
deals only one-half damage to stone, and
SPECIAL AMMUNITION
one-fourth damage to metal (such as a portcullis). A ram of this
sort costs 500 gp to construct. Boiling Oil: Boiling oil is prepared in cauldrons on rooftops.
Boiling oil affects a 10x10 ft. area directly below it and deals 6d6
RAM, MAKESHIFT points of damage. No attack roll is necessary. The oil may be set
Cost: Varies, Damage: 2d6, Area: 1 stationary target, Range: , aflame with fire arrows, whereupon it deals an additional 4d6
Crew: 10 medium-sized crew or 20 small-sized crew points of burning damage before extinguishing in 1d2 rounds. A
gallon of oil costs 8 gps.
A makeshift ram deals 2d6 points of damage to wooden structures,
and may be used to make a ram attack every other round. Falling Stones: Stones may be hurled by defenders on battlements.
Makeshift rams provide no cover, concealment, or protection to These stones affect a 10x10 area below the wall and deal 1d8
their bearers. points of damage.
SIEGE TOWER
Cost: 2,000gp, Damage: , Area: NA, Range: , Crew: 20
FIELDS OF BATTLE 27
TABLE 6-2: SPECIAL AMMUNITION
AC of 16, reflecting the hardness of the wall and
difficulty in damaging it. Wooden walls have an
AMMUNITION DAMAGE COST
AC of 14, reflecting the hardness of wood and
Harpoon 2d8+and anchored to target. 5 gp each difficulty of damaging it.
Ballista
Flaming Bolts 3d8+1d6 (fire) 2 gp each
Cast Iron Balls 6d8 10 gp each TABLE 6-3: WALLS
Catapult, Heavy
Flaming Oil Cask 6d6 (fire) 32 gp each
WALL TYPE HIT POINTS AC
Cast Iron Balls 4d8 10 gp each
Catapult, Light Masonry 100 per ft. 16
Flaming Oil Cask 4d6 (fire) 16 gp each
Reinforced Masonry 200 per ft. 16
Boiling Oil 6d6 (with fire +4d6) 8 gp/gallon
Dropped from Above Hewn Stone 1000 per ft. 16
Falling Stone 1d8
Iron 100 per inch 20
Cast Iron Balls: Cast iron balls are expensive and rare, though they Wood 50 per ft. 14
are easier to manufacture than the typical fieldstone spheres used as
catapult ammunition. Cast iron balls are said to be an invention of Using the above table, a 15-foot-thick castle wall made from
dwarves, owing that iron deals double damage against stone structures reinforced masonry would have 3000 HP per 10-ft. section
and fortifications and triple damage to wood. Cast iron balls also have of stone. Taking down such a wall would require constant
the potential of rolling when they land, causing havoc among ground bombardment from catapults and/or magical strikes against the
troops, tearing off legs and pulverizing feet with their strike. same 10 ft. section of wall to breach it.
Flaming Bolts: Flaming bolts deal standard damage plus 1d6 Edged melee weapons typically deal no damage to stone walls over 1
points of fire damage. They have a 20% chance of setting ablaze ft. thick, no matter what special material the weapon is made from.
any wooden structure they strike. This is because most melee weapons are designed to overcome armor,
cleave flesh, and shatter bone; they are not tools designed to destroy
Soaked animal skins reduce the chance of wooden structures fixed structures. One could argue that the military pick would work
catching fire. They provide 1d4 rounds of complete fire protection, vs. stone walls since it is a pick. The clever CK will remind the player
after which they reduce any fire damage by half. that a military pick is for punching holes in helmets and breastplates,
and a pickaxe is designed to carve through stone. Mauls and chisels do
Flaming Oil Cask: A flaming oil cask is typically an amphora-like
normal damage and require no attack roll to hit, so long as the striker is
jug filled with flaming oil that explodes on contact, hurling its
not under attack from defenders. In other words, a lone man hitting a
contents throughout the ranks of enemy forces. Flaming oil casks
wall section with a hammer and chisel without duress would simply do
are especially destructive to wooden structures, lighting them
1d8 points of damage to the wall per round. This is called tunneling or
aflame, and causing panic (requiring morale checks) to forces
demolition and is detailed elsewhere in this chapter.
adjacent to squads immolated by their fiery payload. These casks
usually contain 2-4 gallons of oil and are affixed with a wick that Magic: Magic spells which deal damage to objects also deal damage
must be lit before launching the payload. to walls. Spells such as fireballs and lightning bolts deal structural
damage equal to the damage rolled on the dice. Other, more powerful
Harpoon: Harpoon ammunition is attached to a length of strong
spells such as earthquake, dig, and move earth may be used to easily
rope up to 100 ft. long, with the rope coiled around a winch and
collapse reinforced walls unless some precaution on the part of the
pulley mechanism. Due to the weight of the rope and its effect on
builders is made to protect their structures from such magic.
the aerodynamics of the harpoon, the firer takes an additional -4 to
attack rolls. Harpoons may not fire beyond the length of their rope. DEFENSIVE BONUSES
Walls generally have protective features, providing cover for those
ASSAULTING STRUCTURES
who stand atop them. This protection is conferred as an armor
Structures have armor class and hit points. Units attacking class bonus due to cover.
structures with the proper gear (rams or mauls for walls) do
damage to structures as PCs normally do when kicking in doors and Arrow Slits: Piercing a length of bastion wall, arrow slits provide
shattering locked chests. Walls and gates that are 10-20 ft. thick excellent cover for defending missile units. Arrow slits grant 3/
tend to have more hit points and more guardians, ensuring they 4ths cover or a +6 to armor class.
do not get overtaken easily. Rules already exist for climbing walls,
breaking stone, and cutting down doors, and they work normally Crenellation: The classic battlement or castle top that ridges
in large-scale combat, with the squad or larger force replacing the the edge of the wall. Crenellations confer 12 cover or a +4 to the
individual effort for all except the hero units on the battlefield. armor class of defenders.
FIELDS OF BATTLE 29
CHAPTER 7: AIR AND SEA BATTLES
AERIAL BATTLES In ship battles, ballistae attack rolls are based on the captains
level and Intelligence modifier, as his maritime warfare expertise
Aerial combat units are generated in the same way as they are
supersedes the skill of crewmen manning the ballistae. For
in standard mass combat, and combat works the same, except it
instance, Captain Zarek, a 6th-level fighter with a 15 Intelligence
takes place in three dimensions. A units movement rate is based
score would add +7 to his crews ballista attack roll.
upon the flight speed of the units mount.
MANGONEL (SHIP MOUNTED)
When a unit is reduced to less than 50% of its hit points, it must
land and cannot return to the air again until the unit is healed Cost: 1800 gp, Damage: 5d8, Range: 220 ft., Crew: 4
above 50% of its hit points.
This heavy weapon uses torsion coils to directly fire round shot,
If a single attack reduces an aerial unit to less than 25% of its hit stones, or flaming oil casks. It is a heavy, unwieldy weapon that
points, the unit plummets from the sky, taking falling damage as well. suffers an additional -2 to hit and requires 3 rounds to load and 1
This falling damage equals to 1d6 per 10 ft. fallen, and is suffered by round to re-aim. It occupies a 10 ft. x 10 ft. space on a ships deck.
the entire unit. A dexterity check saves for half damage. Mangonels are mounted on ships and battle barges to maintain
seaside sieges of port towns and fortresses. An historical example
SEA BATTLES of the mangonels use is Alexander the Greats siege of Tyre.
Sea battles differ in some ways to land battles. The most obvious Range Increment Penalties: Ballistae and other missile attacks
difference is they take place upon the sea, where armor actually suffer a -2 penalty for each range increment. Thus, a ballista fired
makes combatants more vulnerablethey may be hurled overboard at a range of 600 ft. has a -6 penalty to hit due to range penalties;
and drown, after all! Additionally, even the largest sea battles combined with its -2 difficulty penalty for firing the unwieldy siege
constrain quarters of melee combatants to ship decks, limiting their piece, a ballista fired at this range suffers a total -8 penalty to hit.
movement and mobility. Thus, as often as not, when ships are tied
together, no quarter is asked, nor given! There is no retreat, and
COMBAT AND COMBAT ACTIONS
surrender likely brings the same end for the survivors as defeat.
Castle Keepers should treat sea combat as per the mass combat
The flipside to this is that sea battles involve a great deal of artillery rules for land battles. The sailors and marines aboard the ships
fire prior to hand-to-hand engagement, with siege equipment and form units via the unit size rules, just like in land combat. The
archers lofting swarms of arrows against the decks and riggings of only difference between the hand-to-hand melee upon the sea
opposing vessels. Vessels with greater speed and longer range tend and that on land is that such melee can only take place when
to win the day before grapples are even cast! ships are lashed together and boarded. This maneuver is detailed
in the grappling rules below. If ships are never boarded, then fire
OH CAPTAIN, MY CAPTAIN and movement rates rule the battles upon the high seas!
The captain of a warship is the equivalent to the commander in
Grappling: Once ships are within 30 feet of each other, sailors
a ground campaign for the purposes of initiative, ship movement,
aboard the ship with the prevailing advantage (i.e., the least
morale, and ballistae and ramming attacks.
damaged and/or the fewest casualties) may attempt to grapple
the opposing ship. To grapple, the attacker needs only to make a
ARMAMENT
successful ranged touch attack against the hulls armor class. At
Most ships may be armed with ballistae or ballistae-type weaponry. least two ropes must be successfully grappled to an enemy ship to
Catapults are virtually impossible to use on any except the largest successfully lash the ships together.
and slowest of battle barges, as the torsion from their firing would
shatter the deck and destroy their vessel. That said, in a fantasy Allies aboard their attacking ship tie off the ropes, bringing the
game, anything is possible. ships crashing together, shattering any oars not stowed, and
forcing all members of each crew to make a dexterity save (CL 5)
BALLISTA, LIGHT (SHIP MOUNTED) to avoid falling. Crewmen hanging from riggings gain a +2 to their
Cost: 600 gp, Damage: 2d8, Range: 120 ft. (minimum 75 ft.), check. Anyone failing from the rigging has a 50% chance of falling
Crew: 1 or 2 1d4 x10 ft. to the hard deck, taking 1d6 points of damage per
10 ft. of the fall, or they fall into the water, forcing swim checks.
A ballista is a huge wooden crossbow mounted to a locking swivel Sailors who fall overboard are lost for the remainder of the battle.
and pivot. Medium- and small-sized crewmen using the giant
weapon suffer a -2 penalty to their attack rolls. A light ballista has a Those on deck who fail their dexterity save and fall must spend
range increment of 120 ft. The weapon is primarily used to set ships the subsequent round getting up.
sails aflame by firing fiery spears at them, or to hole enemy vessels
at the waterline. A ballista with a crew of 2 may have the weapon Cutting Grapples: Cutting grappling ropes takes 1 round per rope.
prepared to fire every other round. Otherwise, the ballista may fire No other action may be taken by a squad while cutting the lines.
once every three rounds. The ballista takes up a space 5 ft. across. Assume one rope per squad of marines or sailors aboard ship.
Speed: Ships can move at speeds between 2-10 miles per hour,
translating to roughly 5-25 ft. per round. Oared ships can double
their speed during a ramming attempt, but they can only maintain
ramming speed for 1d4 rounds + 1 round for every 10 rowers.
FIELDS OF BATTLE 31
CHAPTER 8: MAGIC FOR BATTLE
The following are spells and magic items for use on the battlefield, SPECTRAL DEFENDERS, Level 6 cleric
though they may also be useful in a standard Castles & Crusades CT 1 round per squad R special D 1 min./lvl.
campaign. SV none SR no Comp V, S, M
Through interdiction of the clerics deity, 1 squad of spectral defenders
BATTLEFIELD SPELLS per 2 levels of the caster may be summoned to the defense of the cleric
and his allies. These defenders may only be set to a fixed emplacement,
BLESSED FIRMAMENT, Level 6 cleric
such as a parapet, trench, or tower, and may not make any forward
CT 10 min. R special D permanent
movement across the battlefield to attack the clerics enemies. In other
SV none SR no Comp V, S, M
words, they cannot press an attack or pursue fleeing foes. The summoned
The portents and strength of this spell were said to have first units are medium size. They have a 5:1 ratio, AC 15, a HD of 1d10,
been granted by Krannogh, but later learned by clerics of many 20 UHP; they receive +1 to their Unit Hit Points per point of wisdom
faiths. Through its devices, the very foundations of stone walls bonus of the summoning cleric. The attack bonus of summoned units is
may be warded against the effects of earth-based creatures, such equal to the summoners wisdom bonus. Spectral defenders are typically
as xorn, earth elementals, and the like. Such creatures must armed with a bows and a melee weapon. Their attacks deal 1d8 points
make a wisdom save or be turned in a similar manner to undead of damage regardless of the weapon used. When destroyed, the spectral
being turned by a cleric. The presence of the blessed firmament defenders simply blink out of existence, returning to whichever heaven or
also allows a structure to save versus a spells damage (equal to hell that they were called from. The casting time for this ritual is 1 round
the spellcasters save) when the structure would not normally per summoned squad, and requires the sacrifice of a magical weapon or
receive a save; for instance, blessed firmament would allow saves armor of at least +1 enhancement bonus.
versus such spells as move earth, earthquake, transmute rock to mud,
and other spells which could cause the very walls of a terrestrial WROTH OF BOWBE, Level 3 cleric
CT 1 action R 100 ft. +20 ft./lvl. D 1 rd./lvl.
fortress to come crumbling down. Beings within the walls of a
SV wisdom negates SR yes Comp V, S, M
protected structure gain a +2 to saves versus these spells, as well.
This spell also grants an increased save versus the effects of a horn The Wroth of Bowbe drives individuals within a 10-foot radius into
of blasting or other such magical item, but grants no further effects a frenzy of unadulterated violence. Recipients of this spell gain +2 to
versus standard physical attacks. Material Components: The damage, +2 to charisma saves vs. fear effects (including morale checks),
casting of this spell requires 50 gp worth of powdered sapphire for and a -2 to armor class. Clerics of Bowbe have used this spell to cause
every 10-foot length of wall foundation to be thus fortified. havoc in the ranks of enemy combatants by enraging entire squads to
attack their allies, or upon allied squads who have failed moral, forcing
Few have arrived to help the farmsteads, as many defenders and far ROADHOUSE DEFENDERS
too many civilians have flooded the Roadhouse Compound since MERCENARIES (Human Fighter 1) (2 squads)
the warning was called. The Ugashtan sent a score of berserkers,
Size/Ratio: Medium/5:1
and the druids of the grove offered less than a dozen initiates of
HD/UHP: 1d10/25 UHP
the Green Man. Also reckoned among the defenders are members
Move: 30 ft.
of the small band of half-orcs allied with the Bull. The farmers,
AC: 15 (Scale Mail, Large Wooden Shield)
armed with spears, protect the grounds around the main structure
Attacks/Attack Bonus: Longsword (1d8+2)/+3 AB
where their children hide; they pray to whatever gods to save
Squad Formation: HP 8, Longsword (1d8+9)/+10
them. Added to this is the usual complement of cutthroats and
Special: Weapon Specialization (Longsword, +1 to hit/damage),
frontiersmen who frequent the Roadhouse.
Combat Dominance, Strength 13
The druids quickly covered the hillock with sharpened stakes for Saves/Primes: Strength, Wisdom, Constitution
defense; they placed them everywhere except along the causeway Face: 10 ft. (1 inch)
leading up the hill, hoping to force Unakos troops into the teeth Morale: +1
of the deadliest defenders. Spells/Spell-Like Abilities: None
Arrayed against this meager defense are 140 orcs of the Gut- OGNARDS (Half-Orc Barbarian 1) (2 squads)
Ripper tribe, 10 goblin worg riders, 10 goblin sappers, 20 goblin
Size/Ratio: Medium/5:1
archers, 8 ogres, 4 river trolls, Unako, and a pair of goblin shamans
HD/Ratio: 1d12/30 UHP
who wield the power of Gathaak.
Move: 30 ft.
The remainder of Hummanders Ugashtan Highlanders needs AC: 14 (Mail Shirt)
another day to arrive at the Roadhouse. Hummander has moved Attacks/Attack Bonus: Two-Handed Axe (1d12+2)/+2 AB
his war-bands to the east, anticipating Yorgachs crossing in force Squad Formation: HP 8, Two-Handed Axe (1d12+7)/+8 AB
at the river ford. Even now, leading companies of the Duke Special: Combat Sense (opponents receive no flank bonus; back
Karbosks army are already heading north along the western banks and rear attack bonuses halved, +2 when rolling surprise checks),
of the river as a prelude to his own arrival with the majority of Deerstalker, Intimidate, Primeval Instincts, Half-Orc Traits; Strength 16
his forces. Duke Mandras Karbosk V hopes his city will hold long Saves/Primes: Constitution, Strength
enough that he may encircle Yorgach the Ravager on the eastern Face: 10 ft. (1 inch)
side of the river, where he will crush his enemy in a pincer move Morale: +1
against the walls of Dro Mandras itself. Spell/Spell-Like Abilities: None
The Palisade: The Palisade is 10 ft. high and has 50 hp per 10 ft.
ORC GUT-RIPPER RAIDERS (28 squads) section. The 3 ft. walkway that rings the palisade offers defenders
Size/Ratio: Medium/5:1 a +4 armor class bonus.
HD/UHP: 1d8/20 UHP
Move: 30 ft. The Gate: The Gate is 10 ft. high and has 100 hps.
AC: 13
The Trench Works: The defenders hurriedly dug this trench along
Attacks/Attack Bonus: Longsword or Battle Axe (1d8)/+1 AB
the top of the hill between the druids spikes and the palisade wall.
Squad Formation: HP 6, Longsword or Battle Axe (1d8+4)/+5
It is within this trench that the Ugashtan hill men and half-orcs
AB
defend the Roadhouse. The trench grants a +2 armor class bonus
Special: Darkvision 60 ft., Light Sensitivity (-2 to hit in bright
to the defenders within it.
light)
Saves/Primes: P
Face: 10 ft. (1 inch) START OF THE CONFLICT
Morale: +1 The battle of Bowbes Roadhouse begins just after sunset (giving
Spells/Spell-Like Abilities: None the human defenders a -1 penalty to ranged attacks made outside
of any light source). The players and Castle Keeper may place the
OGRES (4 squads) defenders anywhere within the trench, walls, or grounds of the
Roadhouse that they deem necessary for their defensive engagement
Size/Ratio: Large/2:1
to begin. The orc forces should start their offensive anywhere along
HD/UHP: 4d8/42 UHP
the tree-line covering the southeastern side of the map. Starting
Move: 30 ft.
positions are listed on the map, though the starting points of each
AC: 16
individual unit or squad have not been placed, as this should be up
Attacks/Attack Bonus: Slam (1d10)/+4 AB or Weapon (by
to the Castle Keeper (likely playing the Orc Forces) and the players
weapon, +3 damage)/+4 AB
(likely running the defending forces) to decide.
Squad Formation: NA
Special: Darkvision 60 ft. Twilight Vision; ogrish combat The PCs as heroes likely start within the grounds of the
maneuver (disconcerting strength) Roadhouse. It is, however, possible the PCs may very well have
Saves/Primes: P come upon the battle from the road or from some other adventure
Face: 10 ft. (1 inch) in the Haunted Highlands. In this event, it is possible they have
Morale: +4 come upon the southern conflict unaware of what has transpired
Spells/Spell-Like Abilities: None since their last adventure in the area. In this case, just place the
PCs at any cardinal point at the edge of the battlefield from
whichever direction they have been traveling.
FIELDS OF BATTLE 37
THE BATTLE The orc lord Fulgarth Orange Hair, calling his most hearty
followers, then marches north. Following old goat tracks along the
ROADHOUSE OBJECTIVES FOR VICTORY mountain slopes, he comes to the ford. There he constructs a camp,
To be successful, the defenders of the Roadhouse must meet the fortifies it, and sends forth his scouts. The scouts range across the
following conditions to claim victory: river, following the hedge running from the ford to the Muddy Wash
Bridge that stands upon the northern edge of Ends Meet.
Defend the Roadhouse and civilians inside it from the orc force.
There, in the mornings darkness, the ranger-lass Karen captures an
Slay or drive off Unako Gut-Ripper
orc and cruelly tortures the beast until it reveals the whereabouts of
Bull Survives Fulgarth and the threat the orcs pose. After dispatching the creature,
The defenders hold the Roadhouse until sunrise, whereupon she races to the main road of Ends Meet. In the village, she sounds
the Ugashtan tribesmen swing south and drive the orcs away. her great horn, warning the villagers of the coming trouble. The horn
This takes place in the event of a draw in which the orcs cannot blast summons all the able-bodied to gather arms and muster before
take the hill, but Unako and a majority of his army survives. the Cockleburr Inn. In short order, a troop of 78 men and women
gather. They are well armed and armored and quickly vote Otto their
Possible Tactics: The Ovates of the Green Man impede large groups of Captain. With Karen to guide them, they rush to Merric Forde.
orcs at best bow range with entangle spells, and the rangers and ovates
destroy these forces with arrows. Barbarians defend the trenches until None too soon, for there upon the far bank have gathered Orange
the orcs and goblins close with them for hand-to-hand combat. Hairs troops; orcs, wolves, and some dark visage creature that
lumbers in the background. Even now their foul boots tramp into
ORC RAIDERS OBJECTIVES FOR VICTORY the stream, walking lock step with pole arms and shields. Orange
Hair sounds the horns of war and the battle is on.
To be successful, the Roadhouses attackers must meet the
following conditions to claim victory: FULGARTH ORANGE HAIRS WAR PARTY
Kill Bull FULGARTH ORANGE HAIR, ORC LORD: (He is an 8th level orc
Raze the Roadhouse fighter whose vital statistics are HD 8d10, Hp 54, AC 21. His
primary attributes are strength and constitution. His Significant
Slay or take all defenders prisoner attributes are strength 18 and constitution 16. He carries a +2 battle
axe dealing 1d8+7 points of damage and wears +1 full plate with
Possible Tactics: Goblin sappers and shamans use fireballs and
a +1 large steel shield, and boots of haste. He keeps 2d10+200 gp
grenades to clear the hillside of spikes and to destroy gates and
in gold and jewels, and 2 potions of cure serious wounds healing 3d8
walls, making a path for the ogres, trolls, and worg riders to
points of damage. Fulgarth has a command presence of +11his
infiltrate the Roadhouse.
command presence is strength-based; his command bonus is +3.)
Should Unako win, all corpses are beheaded, and their heads are
Fulgarth leads this well-armed but unruly orc horde. Any
piled upon wagons and presented to Yorgach as tribute. Gold and
orcs outside of the command presence of Fulgarth or his Elite
weapons are divided among the survivors.
Bodyguard act out of command presence for the purposes of
engaging enemies. The player of the orc forces must thus be sure
THE BATTLE FOR ENDS MEET to arrange their armies in such a manner as to keep the most of
Deep in the Darken fold, where the Old Post Road and Southern their forces in check for the duration of the battle.
Way meet, lies the small village of Ends Meet. Once a thriving trade
town, it has since fallen on hard times and has slowly wasted away, ORC HEAVY GUARD, ORANGE HAIR S ELITE BODYGUARD (2 Squads)
becoming a rump of a community. The remnants of an old stone Size/Ratio: Medium/5:1
wall surround portions of the village. The wall is in ruins, and, in HD/UHP: 4d8/80 UHP
but a few places, rises above three feet. The Cockleburr Inn and Move: 30 ft.
Tavern, a small inn and trading post, encompass the pride and joy AC: 18 (Polish Hussar Armor)
of the slightly suspicious but overall friendly villagers. They number Attacks/Attack Bonus: Halberd (1d10+2, reach 10 ft.)/+6 AB
about 300. They have no master and the town no constable, only an Squad Formation: HP 6, Halberd (1d10+6, reach 10 ft.)/+10 AB
overweight Innkeeper named Otto who, in long years past, wandered Special: Darkvision 60 ft., Light Sensitivity (-2 to hit in bright
the adventurers road. They are a hearty folk, armed and unafraid. light); orcish combat maneuver (bloodlust); Strength 16;
Command Units: These units have a command presence of +6;
But the Darkenfold harbors many a beastly creature, not the least
Reach Weapon Initiative: Strikes first at the beginning of combat
of which is a great tribe of orcs, the Bowlgaard. These orcs have
regardless of its combat order against foes with shorter weapons,
built a fortress of sorts across the Mistbane River and to the south
once per battle.
along the slopes of the Rhodope Mountains. They Bowlgaard are
Saves/Primes: P
warlike and filled with tremendous pride in their own arms. Laying
Face: 10 ft. (1 inch)
claim to the whole stretch of the Mistbane River from Merric
Morale: +4
Forde to the Millorian Bridge, the Bowlgaard bring open war to
Spells/Spell-Like Abilities: None
Ends Meet and to all those dwelling there.
FIELDS OF BATTLE 39
and twilight vision. She gains +8 damage vs. humanoid opponents BATTLEFIELD SUMMARY
such as ogres, orcs, trolls, giants, goblins, hobgoblins, and bugbears. There is the ruin of a half tower that comprises the Cockleburr Tavern
She wears +2 studded leather armor, a +1 ring of protection and in the western edge of the battlefield. A pair of half-ruined walls
boots of elvenkind. Karen has a command presence of +10; she provide breastwork on either side of the Post Road as it leads from
has a command bonus of +2) the forest to the village. The defenders of Ends Meet align themselves
HARDENED MERCENARIES (Human Fighters 5) (1 squad) here as the Orange Hairs forces approach from the road.
Special: Darkvision 60 ft. Paralysis (Opposed units must make a Ghoul Strategy: The ghouls arrive on the 6th round of combat
Strength Save or be paralyzed for 1d4+1 turns.) from the side of the battlefield closest to the fortress gates. They
attack anyone in their path, clambering up the walls of the fortress
Saves: P in an undead mob or tearing down its gates with their hardened
claws. If the ghouls gain entry to the fortress, they seek to paralyze
Face: 10 ft. any combatants they come in contact with, moving from one
paralyzed unit to the next. Their goal is to capture both leaders if
Moral: +2 possible. The ghouls move as directed by the will of Lluvandro and
Spells/Spell-Like Abilities: None are infallible in that they will never fail a morale save.
Capture Nembrol
BATTLEFIELD SUMMARY
Capture Zataricon
The fortress walls are 20 ft high and 10 ft wide. They are
crenellated, affording the Zvarguth a +2 to their armor class, Paralyze 50% of units they come in contact with.
despite the aerial attacks of the Doom Knights.
SUGGESTIONS FOR MULTI-PLAYER GAME
The crenellations afford +4 to armor class from ground attacks. This scenario is ideal for 2-3 players, though more players could
The gates have 80 hit points, meaning that two squads of ghouls join in as player characters, running the officers of the armies, or
should tear through them in 4 rounds, affording them entry to the taking on the rolls of various units such as ballistae crews or as
fortress. Zvarguth Grey Clan Sergeants.
HALFLINGS
Size/Ratio: Small/10:1
HD/UHP: 1d8/26 UHP
Move: 20 ft.
AC: 16
Attacks/Attack Bonus: Short Sword (1d6)/+1 AB or Shortbow
(1d6)/+1 AB
Squad Formation: HP 6, Short Sword (1d6+8)/+8 AB or Saves/Primes: P
Shortbow (1d6+8)/+8 AB Face: 10 ft. (1 inch)
Special: +1 to constitution checks, +2 saves vs. fear (including Morale: +5 (Mount and rider are a 5-HD creature for purposes of
morale), Duskvision, Hide, Move Silently morale) (CB 12 when in iron morale racial maneuver)
Saves/Primes: P Spells/Spell-Like Abilities: None
Face: 10 ft. (1 inch)
Morale: +3 (Halflings receive +2 to saves vs. fear) KOBOLDS
Spells/Spell-Like Abilities: None Size/Ratio: Small/10:1
HD/UHP: 1d4/13 UHP
HOBGOBLINS Move: 30 ft.
Size/Ratio: Medium/5:1 AC: 15
HD/UHP: 1d10/25 UHP Attacks/Attack Bonus: Spear (1d6)/+1 AB or Shortbow (1d6)/+1 AB
Move: 30 ft. Squad Formation: HP 3, Spear (1d6+4)/+5 AB or Shortbow
AC: 15 (1d6+4)/+5 AB
Attacks/Attack Bonus: Longsword (1d8)/+1 AB or Composite Special: Darkvision 60 ft,. Light Sensitivity (-2 to hit in bright
Longbow (1d8)/+1 AB light); kobold combat maneuver (guerilla action)
Squad Formation: HP 8, Longsword (1d8+5)/+6 AB or Saves/Primes: P
Composite Longbow (1d8+5)/+6 AB Face: 10 ft. (1 inch)
Special: Darkvision 60 ft.; hobgoblin combat maneuvers (iron Morale: +1
morale CB 12 morale, focus at arms +1 damage with longsword) Spells/Spell-Like Abilities: None
Saves/Primes: P
Face: 10 ft. (1 inch) LIZARDFOLK
Morale: +1 (CB 12 when in iron morale racial maneuver) Size/Ratio: Medium/5:1
Spells/Spell-Like Abilities: None HD/UHP: 2d8/40 UHP
Move: 30 ft., 20 ft. (swim)
HOBGOBLIN HEAVY CAVALRY AC: 15
Size/Ratio: Large/2:1 Attacks/Attack Bonus: 2 Claws (1d2)/+2 AB and Bite (1d8)/+2
HD/UHP: 4d10 (heavy warhorse) +1d10/66 UHP AB or Spear (1d6)/+2 AB
Move: 50 ft. Squad Formation: HP 12, 2 Claws (1d2+4)/+6 AB and Bite
AC: 15 (1d8+4)/+6 AB or Spear (1d6+4)/+6 AB
Attacks/Attack Bonus: Heavy Lance (1d8)/+1 AB or Composite Special: Amphibious, Hold Breath, Swim
Shortbow (1d8)/+1 AB Saves/Primes: P
Squad Formation: NA Face: 10 ft. (1 inch)
Special: Darkvision 60 ft.; hobgoblin combat maneuvers (iron Morale: +2
morale CB 12 morale, focus at arms +1 damage with longsword) Spells/Spell-Like Abilities: None
FIELDS OF BATTLE 45
OGRES Squad Formation: HP 18, Heavy Lance (1d8 + Gore (2d6) +
Size/Ratio: Large/2:1 4)/+5 AB or Shortbow (1d6+4)/+5 AB
HD/UHP: 4d8/32 UHP Special: Darkvision 60 ft., Light Sensitivity (-2 to hit in bright
Move: 30 ft. light), Twilight Vision; orcish combat maneuver (bloodlust)
AC: 16 Saves/Primes: P
Attacks/Attack Bonus: Slam (1d10)/+4 AB or Weapon (by Face: 10ft. (1 inch)
weapon, +3 damage)/+4 AB Morale: +3 (Mount and rider are a 3HD creature for purposes
Squad Formation: NA of Morale)
Special: Darkvision 60 ft. Twilight Vision; ogrish combat Spells/Spell-Like Abilities: None
maneuver (disconcerting strength)
Saves/Primes: P SAHUAGIN
Face: 10 ft. (1 inch) Size/Ratio: Medium/5:1
Morale: +4 HD/UHP: 2d8/40 UHP
Spells/Spell-Like Abilities: None Move: 30 ft., 60 ft. (swim)
AC: 16
OGRES, WAR Attacks/Attack Bonus: Weapon (by weapon)/+2 AB or Talon
Size/Ratio: Large/2:1 (1d4)/+2 AB and Bite (1d4)/+2 AB
HD/UHP: 6d8/63 UHP Squad Formation: HP 12, Weapon (by weapon +4)/+5 AB or
Move: 30 ft. Talon (1d4+4)/+5 AB and Bite (1d4+4)/+5 AB
AC: 18 Special: Blood Frenzy, Darkvision 60 ft., Freshwater Sensitivity,
Attacks/Attack Bonus: Slam (1d10)/+6 AB or Two-Handed Light Blindness, Speak with Sharks, Water Dependent
Axe (1d12+3)/+6 AB Saves/Primes: P
Squad Formation: NA Face: 10 ft. (1 inch)
Special: Darkvision 60 ft. Twilight Vision; ogrish combat Morale: +2
maneuver (disconcerting strength) Spells/Spell-Like Abilities: None
Saves/Primes: P
Face: 10 ft. (1 inch) SKELETON INFANTRY
Morale: +6 Size/Ratio: Medium/5:1
Spells/Spell-Like Abilities: None HD/UHP: 1d12/30 UHP
War ogres are bred in the goblin pits of the Undercity of Ulgakur. Move: 30 ft.
Deadlier and more cunning than their lesser cousins, they prefer AC: 13
heavy cleaving weapons and stout armor. Attacks/Attack Bonus: Weapon, typically Spear (1d6)/+1 AB
Squad Formation: HP 10, Weapon (by weapon +6)/+7 AB
ORCS Special: Undead, Half Damage from Piercing/Slashing
Size/Ratio: Medium/5:1 Saves/Primes: P
HD/UHP: 1d8/20 UHP Face: 10 ft. (1 inch)
Move: 30 ft. Morale: NA (Undead never check morale)
AC: 13 Spells/Spell-Like Abilities: None
Attacks/Attack Bonus: Longsword (1d8)/+1 AB or Battle Axe
(1d8)/+1 AB or Shortbow (1d6)/+1 AB SKELETON CAVALRY
Squad Formation: HP 6, Longsword (1d8+4)/+5 AB or Battle Size/Ratio: Large/2:1
Axe (1d8+4)/+5 AB or Shortbow (1d6+4)/+5 AB HD/UHP: 1d12 +3d12(skeletal light warhorse)/63 UHP
Special: Darkvision 60 ft., Light Sensitivity (-2 to hit in bright Move: 60 ft.
light); orcish combat maneuver (bloodlust) AC: 13
Saves/Primes: P Attacks/Attack Bonus: Heavy Lance (1d8 + Hoof (1d4+2))/+1 AB
Face: 10 ft. (1 inch) Squad Formation: NA
Morale: +1 Special: Undead, Half Damage from Piercing/Slashing
Spells/Spell-Like Abilities: None Saves/Primes: P
Face: 10 ft. (1 inch)
ORC BOAR RIDERS Morale: NA (Undead never check morale)
Size/Ratio: Medium/5:1 Spells/Spell-Like Abilities: None
HD/UHP: 1d8+2d8 (boars)/60 UHP
Move: 40 ft. TREANTS
AC: 14 Size/Ratio: Large/2:1
Attacks/Attack Bonus: Heavy Lance (1d8 + Gore (2d6))/+1 HD/UHP: 7d8/74 UHP
AB or Shortbow (1d6)/+1 AB Move: 30 ft.
FIELDS OF BATTLE 47
Special: Combat Marauder (+1 damage to humanoids and HUMAN RABBLE (COMMONER 1)
giants), Conceal, Delay/Neutralize Poison, Move Silently, Scale, Size/Ratio: Medium/5:1
Survival, Track, Traps; Strength 13 and Dexterity 14 HD/UHP: 1d4/13 UHP
Saves/Primes: Strength, Dexterity, Wisdom Move: 30ft.
Face: 10 ft. (1 inch) AC: 11
Morale: +1 Attacks/Attack Bonus: Spear (1d6)/+1 AB
Spells/Spell-Like Abilities: None Squad Formation: HP 3, Spear (1d6+4)/+5 AB
Special: Rabble cannot form complex formations; rabble units
HUMAN HEAVY CAVALRY (KNIGHT 1) have notoriously poor morale when faced with heavily armed
Size/Ratio: Large/2:1 opponents (they have a +0 morale score)
HD/UHP: 1d10 plus 4d10 (heavy warhorse)/66 UHP Saves/Primes: Strength, Constitution, Dexterity
Move: 50 ft. Face: 10 ft. (1 inch)
AC: 16 (17) (Full Chain Suit, Shield) Morale: +0
Attacks/Attack Bonus: Heavy Lance or Longsword (1d8 + Hoof Spells/Spell-Like Abilities: None
(1d6+3))/+1 AB
Squad Formation: NA HUMAN WARBAND (BARBARIAN 3)
Special: Horsemanship (Deflect, Cover, Fall Softly, Leap, Charge), Size/Ratio: Medium/5:1
Inspire +2 to 12 persons, triple damage lance charge; Charisma 16 HD/UHP: 3d12/90 UHP
Saves/Primes: Charisma, Strength, Constitution Move: 30 ft.
Face: 10 ft. (1 inch) AC: 14 (Mail Shirt)
Morale: +1 Attacks/Attack Bonus: Bastard Sword (1d10+1)/+3 AB
Spells/Spell-Like Abilities: None Squad Formation: HP 30, Bastard Sword (1d10+7)/+10 AB
Special: Combat Sense (opponents receive no flank bonus; back
HUMAN LONGBOWMEN (FIGHTER 1) and rear attack bonuses halved, +2 when rolling surprise checks),
Size/Ratio: Medium/5:1 Deerstalker, Intimidate, Primeval Instincts; Strength 13
HD/UHP: 1d10/UHP 25 Saves/Primes: Constitution, Strength, Wisdom
Move: 30 ft. Face: 10 ft. (1 inch)
AC: 14 (Studded Leather Armor + 1 Dexterity) Morale: +3
Attacks/Attack Bonus: Longbow (1d6+1)/+3 AB or Short Spells/Spell-Like Abilities: None
Sword (1d6)/+1 AB
Squad Formation: HP 8, Longbow (1d6 +6)/+8 AB or Short
Sword (1d6+5)/+6 AB
Special: Weapon Specialization (Longbow, +1 to hit/damage),
Combat Dominance; Dexterity 13
Saves/Primes: Strength, Dexterity, Wisdom
Face: 10 ft. (1 inch)
Morale: +1
Spells/Spell-Like Abilities: None
UNIT CARDS: Fill these cards in for each unit type that a player controls based on the unit block found in Fields of Battle or those based on units you have created for your own
personal Fields of Battle combat scenarios. Use these cards to record remaining hit points or special conditions of units on the field. PHOTO COPY THIS SHEET.