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Conqueror

Conqueror is a tabletop roleplaying game add-on that enhances large-scale battle mechanics without replacing existing systems, allowing player characters and major NPCs to influence battle outcomes. It includes simple rules for creating armies, heroes, and strategies, and features various battle types with specific objectives. The add-on is designed to be flexible and unobtrusive, encouraging players to mix and match its components with their existing game rules.

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0% found this document useful (0 votes)
5 views

Conqueror

Conqueror is a tabletop roleplaying game add-on that enhances large-scale battle mechanics without replacing existing systems, allowing player characters and major NPCs to influence battle outcomes. It includes simple rules for creating armies, heroes, and strategies, and features various battle types with specific objectives. The add-on is designed to be flexible and unobtrusive, encouraging players to mix and match its components with their existing game rules.

Uploaded by

abakadabra2816
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Conqueror

e
a System-N EUtral

fil
BATT LE ad d-o n
Front cover
by Jaku b Wi sz
e
pl
m
Sa
Conqueror is a battle add-on for tabletop
roleplaying games, intended to expand on
your game’s of choice large-scale battle
mechanics and add flavor to them. Just like
our previous add-on, Duelist, Conqueror is

e
meant to work with your game, without
replacing any of its systems. Many RPGs
don’t come with ready battle rules, so

fil
Conqueror has a simple set of rules to play
them out smoothly and without stalling
the game - with them, you can describe the
events on the battlefield overall.
e
Conqueror’s main meat isn’t big clashes of
soldiers taking the spotlight away from the
pl
players - on the contrary, the guidance and
rules in this booklet are tailored specifically
to let the player characters and major
NPCs shine, changing the outcome of
m

battle through their decisions.

Conqueror has five major parts: the battle


theater and armies, the battle events, major
Sa

characters, and grand strategy. You can


use them right during the game, following
the simple guidelines to create armies,
heroes, and epic strategies on the fly
during your game thanks to the decision
dice, or use a Game Master fiat to choose
what fits best to your ongoing game.

Written by Jakub Wisz | Layout by Anna Urbanek | Art by Pieter Snayers


Conqueror tries to be as unobtrusive to the game it’s
added to as possible, introducing simple rules made with

e
adjustability in mind. If your game comes with specific rules
for any situation described here (like how to create a squad
of soldiers or an army) use those, and fit the other parts of

fil
Conqueror to match them.

The effects introduced by the Conqueror’s systems aren’t


meant to supplant your game’s rules but enhance them;
mix and match what’s right for you. We’re also not
e
introducing mechanics outside of grand battles so that they
can fit right in with the game you’re playing. You should
discuss the use of Conqueror with your group beforehand,
pl
and establish a common ground on how things work.

Most of the rules introduced here


require no dice and come with
a simple explanation on how to
m

make them work with your game.


You will however need at least one,
preferably three, six-sided dice if
you want to use the semi-random
Sa

decision-making mechanics.
Sa
m
pl
e
fil
e
D
If you’re playing a solo game,
or your GM/DM wants to
leave details up to chance,
you can use the decision
roll to determine what e
c
stances and moves the

e
foe is using. There are
two variants: random and
median.
i

fil
◆ For a random decision,

s
just roll 1d6.
◆ For a median decision,

i
roll 3d6, then discard
the highest and the
e lowest result.

o
pl
n
m

R
o
Sa

l
l
D Armies aren’t as dynamic as
players, so there’s no need to

e
track Initiative for them.

Instead, treat whichever

c &
army and its squads as

e
moving first if they’re in the
offense before they engage

i with another formation.

fil
s I
If multiple formations are
in offense, declare for them
in order from fastest to

i n slowest, or whichever order


you like if they’re tied. The
e
o i
formation with the army
commander will always
pl
move first when a new order

n t is given.

After the formations

i engaged the enemy, treat


m

the one that’s winning as if

O a
it was first.

For battle events using

r t
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single characters or parties


within the larger battle, use

d i
the same system letting
ones in offense move first, if
your game doesn’t have an

e v Initiative system. If it does,


feel free to use that instead,

r e
unless you prefer the simple
Conqueror ruling.
Conflicts between two
or more formations are
B
a
separate scenes, even
though they happen in
a specified geographic point
of the map.
t

e
You don’t need to have
a map and formation tokens
t

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ready for the battle, though

l
they are helpful. Use the
map to determine the
Formations’ positions in
relation to each other, which
is important for bigger
battles and ranged attacks.
e e
pl
If the map also has
important terrain features,
such as bridges, mountain
T
h
passes, villages, and so
m

on, you can use them to


determine what type of

e
battle objective suits the
situation best. If the players’
strategy or the ongoing story

a
Sa

or map don’t suggest which


type of battle to pick, use

t
the decision dice to pick the
battle type.

Every battle type has


opposing objectives for e
r
both sides, providing a
framework for the ongoing
story (see pages 8—11).
Objectives
1 The Hot Gates
Those battles take place in a physically limiting location:
a mountain pass, a ford or a bridge, a street between buildings,
an open palisade gate. The passage’s width depends on the

e
preset size if it came up during the game, or the decision roll
result x 5. No Battleline inside the pass can be wider than that.

fil
◆ The defending formations must make sure the offense
doesn’t pass that choke point and get to the other side.
◆ The defense gets to place their formations on the map how
they want, and the offense begins in a preset entry location
on the far edge from the pass.
e
◆ The Hot Gates map may include multiple choke points, but
only those leading to the essential objective area must be
defended.
pl
◆ The offense wins if they reach the objective area.
◆ The defense wins if the enemy army is Routed.

2
m

Open Field Battle


An Open Field Battle takes place in a rural or wilderness area
with few terrain features.
Sa

◆ Both offense and defense have a single objective:


defeat the opponents.
◆ Each side starts in their corner of the map and can move
around freely with contextual engagements taking place
where the formations meet.
◆ Players may have additional goals, such as eliminating
enemy commanders, or protecting people within armies;
deal with those using Battle Events (page 30).

8
3 Fortification Siege
This battle takes place whenever an attacking army intends to
take over a well-fortified position: a fortress or a town.

e
◆ The defense starts inside a fortified position, with walls and
at least one gate protecting the deployment area—usually
a town with streets and buildings, and a town square. Treat

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them as choke points with a width determined by decision
roll result, or the Game Master.
◆ The defense can deploy anywhere on the ground or the
walls. The walls’ height is important; make a decision roll
and double the result to see how tall they are or let the GM
decide.
e
◆ The attackers can deploy in a specified zone or zones
outside the fortified area. During the battle, the defenders
pl
on the walls can only use siege engines (if any) and ranged
attack on the offense, until the offense climbs the wall.
◆ For defense, getting down or up the walls costs 2 Moves.
For the attackers, climbing the walls costs as many
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actions in succession as the wall height informs. While


climbing, the attackers can’t do anything else, even defend
themselves.
◆ The offense wins if they Rout the defenders, or reach a
Sa

specified objective within the besieged area (if any).


◆ The defense win if they Rout the offense, or another
predetermined event takes place, according to your
narrative.
Objectives
4 Open Urban Siege
Similar to Fortification siege, minus the walls.
◆ The defenders should use buildings and abundant terrain

e
features as choke points.
◆ Victory conditions follow as with the Fortification Siege.

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5 Boarding Party
A common even during pirate raids or naval battles, the
boarding party occurs either as a purposeful maneuver during
close-up battle, or a result of ramming.
e
◆ The offense and defense warbands start on their
respective ships.
pl
◆ The offense’s goal is to move to the adjacent enemy ship
at the cost of 3 Moves. They can attempt to use the ship
rigging to jump over if they’re able. Their objective is to
either Rout the defenders or reach specific parts of the
m

ship and accomplish tasks there as the story dictates—for


example, cut the rigging, or recover a valuable item from
the cargo.
◆ The defense’s goal is to prevent the offense from
Sa

accomplishing their objective and dislodge the offense’s


ship if rammed or docked.
◆ If your system has rules for it, an overall naval battle may
be going on around you, adding spice to the battle. If so,
deal with army turns first, then cover the ships. Battle
Events take precedent over both.

10
6 Ambush
As a result of a successful infiltration (as per your game’s rules),
an ambush can be any of the above battle types, with the
following adjustments:

e
◆ The defending army starts in the middle of the map,
in a Travel Column Formation (page 19).

fil
◆ The attackers can place their warbands wherever they like,
except for a distance of 3 Moves away from the objective
zone, if there is an objective other than eliminating the
defense.
◆ In the first turn, all defending warbands are flanked, and
e
can’t defend themselves.
◆ The offense’s objective is usually elimination of the
pl
defense unless a different one comes into play in your
ongoing story.
◆ The defense’s objectives are to Rout the offense or survive
until an event takes place (reinforcements, dawn, etc.).
m
Sa
Armies & Logistics
Conqueror uses a bunch of simple stats to
describe an army formation, from a group
of ten bandits and their dog to a legion of
professional soldiers.

e
The details, such as the soldiers’ equipment,

fil
species, and so on are up to your game’s rules
and settings.

e
pl
m
Sa

12
Wages Of War
If your game has guidelines for hiring henchpeople or mercenaries
and their upkeep, use those as the base cost of hiring and
maintaining a trooper and their gear.

If it doesn’t, create a character with gear and equipment to use it—


that is your trooper template, and 10% of their gear cost adds to their
monthly wage.

e
Afterward, check your game’s setting for any information regarding
how much a mercenary is paid if available or pick a monthly wage

fil
that sounds right for you.

A good rule of thumb is at least 25% of how much reward your


character would receive for an easy quest is an average soldier’s
monthly wage, though the party and the GM (if any) should discuss
it and come to a consensus. When you combine the wage with
e
the percentage of gear cost, that’s how much a single soldier costs
monthly. Expensive to be sure, but if armies were free, everyone
would want to have one.
pl
m
Sa
Unit Attributes
Size How many soldiers are in a unit. It defines the
strength of the army. The more soldiers you
have, the more dangerous your army is going to
be—but also the more expensive and requiring

e
more supplies. For large battles, you may want to
treat every 10 or even 100 soldiers as 1 ‘size point’.

Morale

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The units’s fighting spirit. When it reaches
zero, the soldiers begin to Rout. Every point of
negative value in this stat reduces Size by 1.
If the Size reaches 0, the entire unit disperses
in panic. e
The unit’s Morale is equal to its Size plus the
depth of the battleline plus the bonus from
each Hero in it, including player characters.
pl
Morale doesn’t regenerate, but you can create
more through Battle Events—it’s where the
players get to shine.

Move
m

How far the units gets to move in average


humanoid ‘speeds’ per turn in your game plus
one. An average formation of infantry moves
two ‘squares’ on your battle map per turn, while
the cavalry moves as much faster as many
Sa

times greater than their mount average speed is


in your game. If they’re engaged in melee, they
can’t move at all.
You can use a Move to pay for Cards without
using up Morale. You can also spend a Morale
point to have a formation move again after
marching, but only up to twice each turn.

14
Offense How many opponents will fall down each battle
turn. This attribute comes down to two things:
◆ the width of the battleline,
◆ a variable derived from the game you’re playing:

e
the weapon damage, to-hit chance, or another
equivalent.

fil
Pick the most appropriate value. If posible, take
a stat that increases hit chance rather than
damage—it doesn’t matter if the foe is dead, only
that they’re wounded.
For example, a line of 10 fighters armed with
weapons increasing a to-hit chance by 8 has an
e
Offense of 10+8. The first number is potential
casualties they may cause if all the soldiers in
pl
the formation have contact with the enemy, and
the latter is a bonus on top of that.
Ranged units don’t have to worry about the
Battleline width when not in melee, and are
m

using their maximum Offense of Size plus


weapon bonus when firing.

Defense Reduces the casualties taken each battle turn.


The size here doesn’t matter, take only the armor
Sa

class (or equivalent) of a soldier in the formation,


and apply it across the board.

15
Unit Attributes
Range A distance on which your formation can hurt an
opponent. Melee units all have a range of 0—
they need to engage an adjacent opponent to
fight. Ranged units have a default range of 10

e
Moves, unless you want to adjust that depending
on their weaponry.

fil
Battle- The shape of a formation. Battlelines are both
lines wide and deep. Those values can change during
a battle, at the cost of 1 Move.
◆ width: the damage a melee unit can do to their
enemy and is a part of the Offense stat.
e
◆ depth: the bonus morale for the army. Knowing
you have comrades behind makes being brave
easier.
pl
The formation width can’t be more than that of
a chokepoint if there is one. If the army takes
casualties, soldiers from the back move forward
to keep the battleline wide; track the size as the
m

battle goes on.


For example, a unit with a Battleline of 10/4 has
forty soldiers in it - width of 10 troopers, and
a depth of 4 lines. That formation has a Size of 40,
Sa

Offense of 10 (plus their weaponry bonus), and


Morale of 44 (40 people plus depth of 4).
The battlelines are only important for the
formation the players are in or are engaged
with. For other units in the same battle, just let
them do their maximum Offense each turn to
each other, and don’t worry about the details
until they’re important.

16
Facing Only important when more than two opposing
formations are on the battlefield. Facing can
be either considered on a square (up, down, left,
right), or on hexes (numbers 1 to 6 assigned to hex
sides), whichever your game uses.

e
When a formation is engaged in melee from
behind (for example a right-facing unit attacked by

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another right-facing unit), it’s Flanked (page 21).
A Flanked formation can’t play any Cards until
they turn around in their next turn, thus being
vulnerable to the opponents for up to two whole
turns. Battle Events can play out regardless of
where a formation is facing.

Heroes
e
Important people on the battlefield—officers,
famous duelists, player characters. Every hero
pl
that starts in a unit or is added to it through
Battle Events increases the army Morale by 5,
while they’re up and about. The bonus is gone if
the Hero falls.
m

10 WIDTH
x
40 13 = 10 + 3
Sa 4

SIZE OFFENSE WIDTH BONUS


DEPTH

40 SIZE 18 2 0 4
+
DEFENSE MOVE RANGE HEROES
4 DEPTH
+
20 BONUS
(HEROES X5)
X
=
64
MORALE FACING

See page 32 for empty unit sheets


17
F
Formation Cards are played
once by each unit, at the cost
of 1 Move or 1 Morale, and they

o remain in effect until another


Formation Card is played. Treat

r
them as if they were descriptions

e
of soldier stances and readiness
for a specific situation. Use the

m decision roll to decide what

fil
formation the enemies are using

a
at the start of the battle.

t e
i
pl
o
n
m

s
Sa

18
1 Travel Column. The unit can move triple the normal Move
without paying Morale. It can’t play any Cards and is treated
as Flanked if attacked, but they can get to where they’re
going pretty quick. Use it during travel; it’s unlikely to be taken
during actual fighting. Travel formation has a Battleline width
of 5 and as much depth as it needs to account for all the

e
troopers.

2 Shields Up. Soldiers lift their shields to protect themselves

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from ranged fire. Add the unit Size to the Defense against
ranged attacks. In Offense, they can only use the Offense
bonus from weaponry, not the Battleline width.

3 Shield Wall. Soldiers stack their shields ahead of them for


greater protection against the enemy in melee. Add unit
Size to the Defense against melee attacks. In Offense, they
e
can only use the Offense bonus from weaponry, not the
Battleline width.

4
pl
Battle. A standard battleline in which the soldiers receive an
Offense bonus equal to their battleline width, as described
in the stats chapter. This versatile formation is the most
common on the battlefield. To keep things simple, assume
all units—except for the one players are in and their melee
m

opponents—are using the battle formation.

5 Spearhead. The unit forms a triangle and attempts to break


the opposing force in two. The unit’s Offense is doubled, but its
Defense is halved.
Sa

6 Charge. The soldiers rush to engage the opposing formation


in melee. If they manage to do so, they get to stack the
weapon bonus for each Move distance traveled this turn. The
charge can be maintained through multiple turns, but the
effect doesn’t stack between turns. For example, a unit with
an attack bonus of 8 charging for two Move distances would
add 16 to the Offense bonus instead of their normal 8.

19
B Battles progress on the turn order of your main

a
game, with one difference—every 5 normal
combat turns make 1 battle turn.

t Combat turns are reserved for Battle Events,


and all the armies’ clashing happens on a slower

e
battle turn timeline.

During a battle turn, armies move on the

fil
field and engage each other in pursuit of
their objectives, although no rolls are involved
in them. Formations clash in melee or attack

e with ranged weapons and deal casualties


depending on their respective Offense and
Defense stats. Reduce the Size of each fighting
e
unit and adjust the Morale accordingly.

P That’s it for army units without players in


pl
them. Unless you want to, there is no need to

r
track the Battle Events and Heroes for each
formation within clashing armies. Make the
changes at the start of each turn, and focus on

o
m

the squad with player characters in it—this is


where they get to shine.

g For the squad with player characters in it,


roll for a Battle Event each turn, if no event
Sa

r
is ongoing. Players and other important
characters make all the difference in a battle
through those events.

e Continue the fight until battle objectives are

s
met. Remember that Heroes cannot fall
during the battle turn, only as a result of
Battle Events.

s
Flanking
When a formation gets attacked in melee from the back,
in a Travel Formation, or in the same turn they attacked with
ranged weapons, they’re considered Flanked. It means the
formation needs cannot fight back and reduce the enemy

e
Size unless they change their circumstance.

◆ When in Travel Formation, the army needs to spend Moves

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to get out of it into another Formation before they can start
damaging their opponents.
◆ When Flanked, the unit needs to turn around, spending
2 Moves before they can fight back.
◆ If the formation attacked with ranged weapons this turn,
e
the unit doesn’t have to pay any Moves, though they can’t fight
back this turn. In the next turn, they’re not considered Flanked,
unless they’re facing the wrong way too.
pl
m
Sa

21
Casualties & Routing
Whenever an army Size is reduced for reasons other than
Morale, it takes casualties. That doesn’t mean all those people
are dead—many are simply wounded and cannot fight, or
lost their weapons. After the battle, you can make a count
of how many opponents survived: make a decision roll and

e
multiply by 10 to determine the percentage of survivors for
every unit for which it matters narratively. It’s up to the winning
side’s commanding officers to decide what to do with the

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wounded prisoners of war.

If a unit’s Morale drops to 0 and keeps falling, the negative


number each turn also reduces the Size, though not through
casualties, but from soldiers Routing: bailing on the fight and
running for the hills, abandoning their comrades. Size reduction
e
from Routing units causes Morale loss as normal, stacking with
already incurred one. For example, if a squad of soldiers has
-2 Morale in one battle turn, two soldiers escape, causing the
pl
Morale to drop to -4 in the next battle turn, when four soldiers
flee, making it a -8 and so on.

Routing is a highly infectious disease. The only way to stop


m

an entire formation from falling apart once the Rout starts is


increasing Morale to positive values through Battle Events.
Sa

22
Heroes from a broken unit don’t become casualties and
don’t Rout. When a unit disperses for any reason, Heroes
contained within must survive a special Battle Event—whether
they’re players or NPCs.

Last Stand Battle Event. The Heroes are all that remains

e
from a fallen formation. Make a decision roll.
◆ If you rolled 4 or less, 1d6+result enemy Troopers attack

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them for 5 combat turns.
◆ If you rolled a 5, add one enemy Hero.
◆ If you rolled a 6, add two enemy Heroes.
Repeat the roll each battle turn (so every 5 combat turns),
until the defending Heroes fall or until no forces are
e
opposing them in a combat turn. In the latter case, the
defending Heroes still standing can run away from the battle
and live to fight another day, unless they choose to stay.
pl
Fallen Heroes are severely wounded, but whether or not
they die depends on the winner.
m
Sa

23
Battle Events
Battle Events are the playground for Heroes:
player characters, commanders, elite fighters,
and other important characters. They’re
a stage upon which players can make a
difference in the raging battle in an organic

e
and fun way, without sacrificing the overall feel
of harsh battle.

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Starting a Battle Event
If the players want to, they can start a battle
event in their side’s turn regardless of other
circumstances, even if they’re flanked and
e
their unit can’t do anything else.

To keep things simple, there can only be


pl
one Battle Event going on at a time in the
clashing units. If you prefer, you can overrule
that and allow multiple events going on,
separating the players and other Heroes,
m

though your game may become significantly


harder to track. Whether the fun is worth the
increased complexity is up to your party.

If the players don’t start a Battle Event and


Sa

one isn’t already going on, make a decision


roll in the enemy faction’s turn. If it rolls above
4, start a new battle event with non-player
Heroes from the appropriate side. If there
are no Heroes in the formation that rolled to
start an event, add 1d6 Heroes to that side,
increasing Morale accordingly if they survive
their Battle Event. Give players an option to
join the event.
24
Joining a Battle Event
Players are free to join an ongoing battle event at will unless
they’re already engaged in one (if you allow for multiple Battle
Events). Non-player Heroes or Troops have a chance of joining
an event each Battle Turn. Make a decision roll:

1 An enemy Hero joins the Event.

e
2 1d6 enemy Troops join the Event.

3-4 Nothing happens

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5 1d6 of allied Troops join the Event (up to unit’s size).

6 An allied Hero joins the Event.

If there are no Heroes on the side called onto the field, add one—one
e
of the regular Troopers stepped up and is trying to save the day. If the
new Hero survives the Event, increase unit Morale accordingly. Heroes
added to the unit that way will remain in it until they’re taken
pl
out, so mark them on the unit sheet. All wounds taken and
spent resources during an event persist throughout the battle
for all Heroes.
m

Types of Battle Events


Make a decision roll:

1
Sa

Offense Inspire

2 Offense Assault

3 Offense Hero Clash

4 Defense Hero Clash

5 Defense Assault

6 Defense Inspire
Battle Events
Inspire. An Officer or another Hero if no Officers are present
starts a rousing speech to motivate their troops to fight on. One
Hero must focus at least one of their actions (or equivalent) to
play Inspire, using their most fitting social skill or equivalent.
Every turn in which the Hero scores a success (or equivalent of it

e
in your game), increase the unit’s Morale by 1.
◆ The event ends when the Hero fails their social check, or

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cannot commit an Action.
◆ If other Heroes or Troops are present in the Event, their task is
to defend or eliminate the inspiring Hero.

Assault. A group of 2d6 Troops led by a Hero storms the enemy


battleline, attempting to break through and disperse the ranks.
e
The attackers (whether they’re in the Offense or Defense) must
use their combat skills to each turn deal damage equal to the
pl
enemy unit’s Defense value, with the same armor class (or
equivalent) as the said Defense value.
◆ If they manage to do so, the unit’s Defense falls by 1 at the end
of the combat turn, and the Event continues.
m

◆ The Event ends if the attackers fail to reduce the Defense this
turn or if the characters attacking the battleline fall.
◆ Opposing Heroes and troops’ objective is to stop the attackers.
Sa

Hero Clash. Opposing champions clash in a duel to the death


or at least until one of them falls. Each combat turn, the Heroes
and their allies (if any), fight against each other, using any
abilities they may have. If a Hero falls, their Morale bonus is
removed from their unit and given to their slayer.
◆ The Event lasts until only one side remains, or until a decision
roll at the start of the next battle turn. If the result was 5 or
more, the Hero Clash can continue. Otherwise, the fighting
masses get between the fighters and close the event without
resolving it.
Troops
Troops are regular soldiers in the army and have appropriate
stats for such people in your game—use the most fitting
stat block to describe their role in the overall narrative.

Whether they be goblins, town guard equivalent,


mercenaries, or rampaging emus, they have one quality in

e
common during battles: any successful attack against
a trooper eliminates them from the battle if it dealt
damage. Whether that Trooper is killed or just wounded is

fil
not important for the Battle Event in question.

Troopers attack using Swarm Rules or Group Combat


Rules if such exist in your game, to keep their turns brief and
let you focus on heroes.
e
If such rules don't exist, assume that up to five Troopers
attack as one character, with improved roll result by 10%
(rounded up) for each soldier involved, and they deal 10%
pl
more damage (also rounded up) for each Trooper involved.
m
Sa

27
Heroes
Many characters can turn the tide of
battle with their exploits: player characters,
commanders, heroes.

Players and NPCs important to an ongoing


story can be inserted into a unit, changing

e
its Size, but not otherwise affecting the
formation’s stats, except for Morale.
◆ Every Hero in a unit increases Morale by 5,

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plus whatever gains they achieved through
Battle events.
◆ Every Battle Event the Hero survives
increases their Morale worth by 1 as well,
stacking with gains from Events!
e
Placing a Hero whom you already know is
a breeze—just use the character’s stats as
pl
usual for your game.

If a new Hero is called into the field, add one


to the formation with a quick decision roll on
m

the table on the next page. If theHero survives


the Event, increase the unit’s Morale.

The exact Hero’s stats depend on your


game’s rules—treat the descriptions as
Sa

suggestions, and decide on details within the


party. Each of the types receives an advantage
in their main area of expertise—depending
on your game system, treat that as a positive
modifier, increased damage, etc.

If your game has a ready template for


exceptional elite enemies, you can use
it instead.

28
1 Magician. The Hero is a mage of a type appropriate for the
faction the army belongs to. If there is not magic in your game,
make an Officer instead.
◆ Advantage: combat spells.
◆ Tactics: stick to the safety of nearby Troops or Tanks.

2 Ranged. This Hero prefers to use ranged weapons and stay at


a distance.

e
◆ Advantage: ranged attacks.
◆ Tactics: snipe opponents’ ranged and vulnerable
Heroes such as Officers or Magicians.

fil
3 Melee. Melee combatant par excellence, this Hero is an expert
at cutting their foes down.
◆ Advantage: melee combat skills and attacks.
◆ Tactics: quick dispatch of frontline enemies.

4 Officer. Officers have better gear (with 25+% better stats) and
e
are worth 10 Morale instead of 5. Only one Officer in the unit
has the increased Morale value.
◆ Advantage: none for themselves, but every other Hero
pl
or Trooper allied with them gains advantage to all their
tests and rolls.
◆ Tactics: use protection of others during the Event as
they are the most prized targets.
m

5 Skirmisher. A quick and stealthy adversary, they specialize in


flanking and hunting vulnerable enemies.
◆ Advantage: movement range is increased by half
during the Event.
◆ Tactics: move past Melee Heroes, Troopers, and Tanks
Sa

to assassinate Officers, Ranged, and Magicians.

6 Tank. Heavily armored bruiser specializing in holding the line


and protecting others.
◆ Advantage: armor rating (or equivalent) is increased
by half compared to Troopers
◆ Tactics: can use their Action to protect others instead
of attacking, If they do so, they receive an advantage on
whatever check or roll they’ll be making to succeed in
that task.
B
a Large battles can be confusing,
which is why their potential

t actions are divided into six


Battle Cards.

e
Place a Move or Hold the Line
card on every formation at the

fil
start of the battle, and update
them as the battle progresses.

e Keep in mind that units will


prioritize their objectives—either
engaging the enemy, protecting
e
a selected area, or moving away

C
from battle if their goal is to avoid
pursuit, or they're losing badly.
pl
a
If you want, you can use the
decision roll to decide what
would the NPC army do, though

r
m

some cards are only playable


in certain conditions. If a card

d
is unavailable, assume the unit
keeps the previous card up
Sa

instead.

s Playing a new card always costs


1 Morale, while maintaining an
already played one is free.
1 Move. Move by unit’s Move value. One Move
card is free for every battle turn, all the next
ones have a Morale cost. This card can be
stacked up to three times each Turn.

e
2 Engage. Attack an enemy formation in melee
if they’re in Move range. Can be combined

fil
with Move to extend the distance up to a total
of 3 Moves.

3 Ranged Fire. Open fire at an enemy


formation in firing range.

4
e
Hold the Line. Consolidate efforts and
maintain ranks. Build 1 Morale each battle
turn. Can be played after another card.
pl
5 Disengage. Leave a melee engagement
and move away 1 Move distance. Can be
combined with Move to extend the distance
m

up to a total of 3 Moves.

6 Retreat. Break formation and run in an


orderly fashion to a designated area to avoid
the enemy. Move 2 x unit’s Move value away
Sa

from the enemy. Can be combined with


Move to extend the distance up to a total of
4 x unit’s Move value. If the formation is
attacked, they’re considered Flanked and in
Travel Column formation.
Permission granted to photocopy for personal use.
Double Proficiency 2021

WIDTH
x
= +
SIZE OFFENSE WIDTH BONUS
DEPTH

SIZE
+
DEFENSE MOVE RANGE HEROES
DEPTH

e
+
BONUS
(HEROES X5)
=

fil
MORALE FACING

Travel Column Shields Up


MOVE
Move x3
Width 5
e
Defense (+Size)
vs Ranged
Offense (-width)
ENGAGE
pl
Shield Wall Battle RANGED
Defense (+Size) Standard FIRE
vs Melee formation
HOLD
m

Offense (-width) THE LINE

Spearhead Charge DISENGAGE


Offense x2 Offense bonus
Sa

Defense /2 x Moves
RETREAT
traveled

OFFENSE
OFFENSE DEFENSE LAST
HERO
INSPIRE INSPIRE STAND
CLASH

DEFENSE
OFFENSE DEFENSE
HERO
ASSAULT ASSAULT
CLASH

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