Battle System (Zoroaster)

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This article is imported from the Zoroaster wiki. See the import log for details.

Battlefield Statistics[edit | edit source]

Every square is equal to about 600 ft x 600 ft, or 200x200 m. Time is equal to 6 minutes per turn.

Width 1+
Depth 1+
Victory points Name, DC, Effects

Unit Stats[edit | edit source]

A Unit may consist of up to 1000 fighting men.

Unit HP Average unit member HP (+ average mount HP) * Unit Size/100
Unit AB Average unit AB+8
Unit AC Average unit AC
Move Average Move/10
Morale Will Save+Leader Cha Mod+ modifiers
Unit Damage Average unit member damage
Unit Size AB
50+ +0
21-49 -4
20- -8

Spellcasters[edit | edit source]

  • Spellcasters multiply their damage by their Unit Size/100.
  • Spellcasters can do a maximum percentage damage equal to their Unit Size/Opp Unit Size*100, unless they use a spell with an area of effect.
  • Area attacks do a maximum of Unit Size*Targets/Opp Unit Size percent damage.
Spell's Area of Effect Targets 100th Spell
5 ft radius 4 1/25 -
10 ft radius 12 1/10 -
15 ft radius 24 1/4 -
20 ft radius 44 1/2 Fireball
25 ft radius 68 2/3 -
30 ft radius 96 1 -
60 ft cone 84 4/5 Cone of Cold

Battlesystem Troops

Unit Type Morale modifiers[edit | edit source]

Levy -2
Militia 0
Fighter +2
Veteran +2
Noble +2
Cavalry +2
Imperial Monk +2
Enlightened Monk +4

Feat Effects[edit | edit source]

Feats that affect AB, AC and movement work as usual.

Cleave If attack damage exceeds HP of 1 member of unit, attack again once. Counts as 1 attack for morale purposes
Mounted Combat Unit doubles mount HP for purposes of Unit HP calculations.

Noble Feat Effects[edit | edit source]

Great Cleave May Cleave up to 3 times. May Cleave up to 5 if willing to tumble DC 15, or take AoO. May Cleave 8 times with Tumble DC 25, or take 2 AO.

Turn Sequence terms[edit | edit source]

  • Noble: Any character with more than 1 character level.
  • Fighter: Any group of characters with 1 non-NPC class level.
  • Cavalry: Any group of mounted Fighters with Ride skill.
  • Militia: Any group of characters with 1 NPC class level.
  • Formation: Any number of Units that that are connected to each other by at least a corner.
  • General: Person in command of the entire army. General must have sufficient ranks of Lieutenant General to be able to lead all units present.

Turn Sequence[edit | edit source]

Before battle[edit | edit source]

0. Strategy[edit | edit source]

Both sides Generals roll Battle. Winner decides who will go first.

Alternating Turns[edit | edit source]

1. Rally[edit | edit source]

Unit commanders may roll for Rally. General may rally one unit. DC is 20-Morale.

2. Noble Actions[edit | edit source]

Nobles decide which unit they will lead, or if they will move indepently.

3. Unit Actions[edit | edit source]

General's Battle Command die
Less than 10 d6-1
10-19 d6
20-29 2d6
30-39 3d6
40-49 4d6
  • Charge: +2 Atk, -2 AC this combat. Only when moving to contact.
  • Maneuver: Normal Move. Single units may rotate 90% at the cost of Move 2. Units may move forward, or backwards at half speed.
  • Retreat: Leave contact, may only move half move straight back.
  • Stand and Shoot: Attack w/ -2/Range increment beyond first.
  • Fight Defensively: As per personal combat option.
  • Disengage: Receive attack from enemy. Move away from enemy.
  • Reform: Change orientation of units in formation 90 or 180 degrees.
  • March: Double Move this round. Unit is Flatfooted this round.
  • Flee: Receive attack from opponent. All units in formation move their maximum move straight back.
  • Bombard: Siege engines in formation attack.
  • Volley: Bow units in formation fire.
  • Ready: No Move. Attacks before opponent when engaged.
  • Double Combat: Check Morale. If successful attack twice, otherwise lose 1 morale.
  • Rally: Check Morale. If successful regain Unit Commander Charisma bonus morale (at least 1).
  • Cross river: Unit Commander rolls Battle DC Difficulty of River (Std 20). If successful, formation moves across river. If the Battle is missed by 5 or more, the unit loses 1 morale. This may only be done once per battle round.

4.Combat phase[edit | edit source]

Bow units may attack, Siege engines may attack, and Units in contact exchange attacks.

Combat Sequence[edit | edit source]

  • Noble Ranged
  • Noble
  • Stronghold
  • Ranged
  • Ready Units
  • Cavalry
  • Fighter
  • Militia

Range modifiers[edit | edit source]

Bows get -1 per square beyond the first. Other ranged attacks have no range penalties.

Ranged Attack Max Range
Short bow 1
Short bow, Far Shot 3
Composite short bow 2
Composite short bow, Far Shot 4
Long Bow 4
Long Bow, Far Shot 5
Composite long Bow 5
Composite long Bow, Far Shot 7
Siege Engine 3-8
Magic Missile 1
Fireball 1, 2 at 11

6. Results[edit | edit source]

Nobles deal 1/2 damage on the battlefield.

A Unit that hits the enemy deals one extra hit per 3 points of margin.

A Unit with less than 50 members deals no extra hits.

A Unit with less than 20 members deals 1/2 damage.

A Unit with less than 10 members does not deal damage.

If a unit's Unit HP is 0 or less, the unit is removed from the battlefield.

Roll for morale if:

  • Unit is attacked
  • Unit is hit by spell
  • Unit is shaken
  • -- Don't know if these should be here
  • Unit in formation breaks
  • Unit in formation is killed

1d20+Morale vs 1d20+Morale[edit | edit source]

If a unit is frightened, it immediately breaks and flees. If a unit is panicked, it is immediately destroyed.

Morale roll modifiers[edit | edit source]

Opposite Alignment with Leader -2
Home House +2
Home Province +2
Led by noble +4
Led by General +4
Charged by Fighters -2
Charged by Cavalry -4
Attacked from rear -4
Per unit outflanking -2
High ground +2
Difficult ground -2

Morale Results table[edit | edit source]

Winner wins by... Loser... Morale
0% retreats -
50% flees Shaken
100% is destroyed Panicked

Design notes[edit | edit source]

Assumption : All units try to have a front of 100 if they can.