Battle System Prototype

From Star Crusade MUX
Jump to: navigation, search

Dynamic Battle Mechanic System

By Jerusalem Steele - Custodius.

In this system, I try to create a fluid, dynamic system that gives everyone involved in a battle a chance to engage both mechanically and thematically, without overbloating a system or being confusing.. The rolls here were play tested with a group of 4 PC's in a ship-to-ship boarding scenario.

  • Commander: One man or woman is determined to be the overall commander of a given battle. This person is the Commander referred to in this text.
  • Captain: Several players may function as Captains, wherein they add their efforts into the battle, under the leadership of the Commander.
  • Effectiveness: The term used to reference a fighting forces strength. A unit with 0 effectiveness will break and run from the battlefield.

Before Battle:

  • Determine relative Effectiveness for each army. If one side has 10 companies and the other 15 companies, then 10 and 15 are reasonable sizes for armies. If one side has 40 and the other 10, then perhaps 5 and 20 is better. However, if its 100 dudes against 100 other dudes, then 10 Effectiveness is a fine number to start with. It keeps things from bogging down in endless rolls, to fractionalize things as much as possible.
  • Determine if terrain/preparations, superior and crushing force size or other aspects give either side a bonus modifier to their battle checks.

Round Flow

  • Preparation Phase
    • Captains Tactics rolls
    • Captains Leadership rolls
  • Positioning Phase
    • Commander's Tactics rolls
    • Commanders Leadership Rolls
      • Apply effectiveness shifts.
  • Execution Phase
    • Captains roll attack rolls
      • Apply effectiveness shifts.
  • If no army is at 0 effectiveness and no commander withdraws, start new preparation phase.

Battle Round

The Battle Round consists of a series of rolls by Captains and Commanders.

The GM should determine the enemy commanders and captains goals - if it is not a PC, and make appropriate checks.

Preparation Phase

In this phase, the captains of a commander maneuver and prepare for the battle to come, giving the commander assistance, intelligence and support for his task.

Captain's Tactics

Each Captain may make the same roll as the Commander. However, their success is less critical.

  • Success: +1 Synergy for the Commander's roll. Maximum of +3 from all Captains.
  • Critical Success: +2 Synergy for the Commander's roll. Maximum of +3 from all Captains.
  • Failure: No effect.
  • Critical Failure: -1 from Commanders goal.

Captain's Leadership

Each Captain may make the same roll as the Commander. However, their success is less critical.

  • Success: +1 Synergy for the Commander's roll. Maximum of +3 from all Captains.
  • Critical Success: +2 Synergy for the Commander's roll. Maximum of +3 from all Captains.
  • Failure: No effect.
  • Critical Failure: -1 from Commanders goal.

Planning Phase

Commander's Tactics

The tactics roll is a measure of a Commander's ability to conceive and then execute his goals, communicating them to his forces and getting them to get it done.

  • Wits + command +<Captains Modifiers>
    • Any VP from this roll are kept as a modifier for the battle check.

Commander's Leadership

The tactics roll is a measure of a Commander's ability to motivate and direct his men, keeping them in high spirits and fighting inspite of losses or odds.

  • Presence + Impress+<Captains Modifiers>
    • Any VP are kept as a modifier for the battle check.

Planning Check

In this check, both Commanders roll based on a Goal of '10' modified by their leadership and tactics checks, as well as any situational modifiers for the situation. For example, if a commander scored 2 VP in the leadership check and 3 VP in the morale check, during the battle check, they roll against a goal of 15.

Compare the two commander's VP and subtract them from each other. If 'Commander A' scores 5 VP, while 'Commander B' scores 3, the effective amount of VP for 'Commander A' is 2.

The Commander who scores more VP will inflict losses on the enemy effectiveness equal to <remaining VP/2, rounding down.>. So in the above example, the commander would deduct 1 Effectiveness on the enemy forces, moving them closer to breaking.

Execution Check

In this final phase, the Captains get to have a say in the direct outcome of the battle, by leading sub-units and individual skirmishes. It should be noted that the amount of captains available to roll in this phase should be limited by the relative troop disparity. If Commander A is outnumbered 10 to 1 by Commander B, but has 5 PC's on his side, it is very unfair to allow Commander A to have all his captains supporting him in the execution check. Alternately, a Game Master may choose to supply Commander B with stock NPC commanders to give him the proper advantage.

All Captains:

  • Dex+<combat skill appropriate>

Skill rolled should be appropriate to the unit being lead. Artillery, Piloting, Ride, Melee, Drive - what have you.

Total the VP scored by either side and compare. A Captain who mishaps during this phase will not subtract VP, but they will cause an additional loss of effectiveness for their own side regardless the outcome of the main melee check.

The side with the most VP scored will win the melee phase and inflict an additional loss on the effectiveness of the enemy forces. A tie will inflict a loss on both sides.

Resolution

The first side to reach Zero Effectiveness will be routed from the field. This does not mean they are dead, only that the army breaks.

If neither side disengages and both sides have Effectiveness left, start a new round from the top.

Example Combat Round

The boarding of the Iron Maiden by the Hilal A'rrai

  • Side One: Khalid (Commander, Hilal A'rrai, Effectiveness 10), The Bearded Wonder (Captain, Infantry), Asad (Captain, Infantry)
  • Side Two: Sofia (Commander, Iron Maiden, Effectiveness 6), Rosario (Captain, Infantry), Sans (Captain, Infantry)


THIS IS NOT COMPLETE YET. RECONSTRUCTING FROM LOG


  • Round 1 - 6/10 Hilal

Battle check to Sofia, 2 VP
Melee check to Khalid


  • Round 2 - 5/9 Hilal

Battle check to Sofia
Melee check to Sofia


  • Round 3 - 5/7 Hilal

Battle check is dual misshap - battle grows confused (both sides injured)
Melee check is a push - both sides injured.


  • Round 4 - 3/5 Hilal

Battle check to Sofia.
Melee check to Khalid.


  • Round 5 - 2/4 Hilal (Khalid offers terms, rejected)

Battle check to Khalid
Melee check to Sofia.


  • Round 6 - 1/3 Hilal

Battle Check to Khalid - BATTLE ENDS.



Hilal Crew: X X X X X X X X X X (10)

Iron Maiden Crew X X X X X X (6)