House Rules: Mass Combat - Army Equipment

Your army starts out with simple melee weapons and light armor. You can, however, improve them up by buying additional resources for them when they are created. The noted extra buildings are required in the city where the army is created. All costs are for equipping a Medium army. Multiply the cost and Consumption increases by the unit size Resource Scaling multiplier for smaller or larger units.
    Weapons and armor made of special materials (such as adamantine, aetherium, or cold iron) are almost impossible to acquire in mass quantities to outfit an army, and can only be purchased and equipped on an individual basis. Units with weapons made of special materials are considered to be equipped with the Superior Weapons resource, and provide the benefit of overcoming the damage reduction of an opposing army specific to that material. Certain special materials provide additional benefits (see below).

  • Armor: By default, units are not equipped with any armor. Multiply the listed BP cost by the AC bonus of the chosen armor. The DV bonus equals the armor's AC bonus.
    • Adamantine: Adamantine doubles the armor resources bonus to DV.
    • Aetherium: A unit equipped with aetherium armor ignores the Speed penalty from Medium and Heavy armor.
    • Magic: The unit's armor is magically enhanced. Multiply the listed BP cost by the squared total of the armor's potency value and its number of properties. The DV bonus equals the enhancement bonus.
  • Boats: These small craft are collapsible and designed to be assembled quickly. They allow a unit to traverse a body of water in small groups.
  • Chariot: These wheeled conveyances are driven into combat, drawn by war-trained beasts of burden and bearing one or more warriors into battle. Its cost and speed depends on the mount chosen to pull the chariot.
    • Heavy: These combat vehicles are stout and sturdy, drawn by a team of two heavy or four light mounts. Heavy chariots are usually armor-plated to give cover to a pair of armed passengers. The chariots themselves are typically spiked and bladed for scything through enemy formations.
    • Light: These combat vehicles are lightweight and fast, each drawn by a single heavy mount or a pair of light mounts, usually with a single driver and a bow-armed rider. Bladed hubs cut a bloody path though creatures approaching a moving chariot’s flanks.
  • Engineers: The unit is assigned a team of engineers or is trained in engineering. Engineers allow the unit to build engineering works, and increase the bonuses and DV reduction of siege weapons by 1.
  • Firearms: The unit is equipped with firearms, and is considered to have the Ranged Weapons resource.
    • Advanced: The unit is equipped with advanced firearms such as rifles.
  • Early: The unit is equipped with early firearms such as muskets.
  • Howdah: Howdahs are special saddles and battle platforms used by smaller creatures to ride much larger creatures (more than one size category larger) into combat. The base unit is considered to be the mount on which the howdahs are mounted, and its CR is used to determine the UCR of the army in Melee situations. A unit with howdahs can make ranged attacks; however, the larger and generally much stronger creature bearing the howdah is not the creature making those ranged attacks, so its base CR is not used to determined the howdah army’s RV (unless the base creature is a dragon, manticore, or similar creature with its own powerful ranged attack). Instead, its RV is based on the CR of the creatures riding in the howdah, which is treated for this purpose (and for the purpose of recruiting, manpower, and effects on the kingdom if these soldiers are killed) as a separate army of smaller creatures. It does not have its own separate Consumption, nor does it count against the nation’s Command Limit. If the mount army is defeated, destroyed, disbanded, or routed, the rider army suffers the same fate.
    • Grand: Grand howdahs are mounted on creatures three size categories larger than the howdah’s riders. A grand howdah carries 10 soldiers, so its RV is determined as an army three size categories larger than the mount army.
    • Light: Light howdahs are mounted on creatures two size categories larger than the howdah’s riders (such as humans and elephants). A light howdah carries 4-5 soldiers, so the RV of the howdah army is determined as an army two size categories larger than the mount army.
  • Mixed Unit: The unit incorporates soldiers with skills and abilities different than those of the main body. You may add one special abilities to your unit if they do not already have it. You purchase this resource multiple times for the same unit. Each time you add this resource, the unit's Consumption increases by half of its UCR. This resource requires buildings that allow the creation of soldiers with the desired ability.
  • Mounts: The unit is mounted on horses or other war-trained animals. The unit's Speed is equal to the mount's movement speed. If your unit uses mounts that are more powerful than the units themselves, your unit's UCR and derived scores might increase (see UCR).
    • Armored: The unit's mounts are equipped with armored barding. Multiply the listed BP cost by the AC bonus of the chose armor. The DV bonus equals the armor's AC bonus.
  • Potions, Healing: Units with healing potions can use the Magical Healing command boon on themselves on a one-time basis. Unlike most equipment, training time is not required to use healing potions. Once used, they must be replaced before being usable again.
  • Potions, Magic: Units with magic potions can choose any one of the following effects that they can use as a single use special ability that lasts for the duration of one Battle phase: elemental resistance 10 (choose one type of energy), magic weapons, aligned weapons (overcome superior damage reduction), climb (Speed 1), defense (+2 DV), flight (Speed 5), invisibility (+4 Morale check to disengage, +2 Camouflage).
  • Shields: The unit is equipped with shields.
    • Adamantine: Adamantine doubles the shield resource's bonus to DV.
    • Magic: The unit's shield resource is magically enhanced.
  • Siege Weapon: Unlike other resources, the cost of a siege weapon is made on an individual basis, and does not scale with the unit's size. A siege weapon requires mounts or other beasts-of-burden to transport it which determines its cost and speed. In addition to their normal bonuses, siege weapons deal reduces the target enemy unit's DV at the start of the Ranged Phase. Except for close siege weapons, this resource increases its unit's range limit to three zones away.
    • Close: These heavy rams, picks, tumbling flails, and battle-wagons can attack only in Melee, and generally are deployed in conjunction with movable mantlets and galleries or even full-blown siege towers. Each close siege weapons reduce the enemy's DV by 1d4, but only at beginning of the Melee Phase.
    • Heavy: These massive siege engines, like large mangonels, and trebuchets, can be placed within the Camp zone and still be able to make ranged attacks against enemy forces. They cannot be attacked in return except by other heavy siege weapons or by an army with the Magical Bombardment command boon. Each heavy firearm siege weapons reduce the enemy's DV by 2d4.
    • Heavy Firearm: These massive firearm siege engines, like bombards, can be placed within the Camp zone and still be able to make ranged attacks against enemy forces. They cannot be attacked in return except by other heavy siege weapons or by an army with the Magical Bombardment command boon. Each heavy siege weapons reduce the enemy's DV by 4d4.
    • Light: These light weapons, including smaller ballistae, catapults, and springals, must attack from the Ranged zone. Each light siege weapons reduce the enemy's DV by 1d4.
    • Light Firearm: These light firearm weapons, including cannons, and mortars, must attack from the Ranged zone. Each light firearm siege weapons reduce the enemy's DV by 3d4.
    • Magic: This resource benefit applies to an individual siege engine. Magic siege weapons gain a +1 bonus to how much they reduce the enemy's DV.
  • Weapons: When a unit is created, it is automatically equipped with non-reach simple melee weapons.
    • Adamantine: This resource applies to both melee and ranged weapons. Stacks with the Magic. Exclusive with Superior.
    • Aetherium: This resource applies to both melee and ranged weapons, and allows the unit to ignore
    • Magic: This resource benefit applies to both melee and ranged weapons. It overlaps and does not stack with superior weapons (and can be upgraded from superior weapons).
    • Ranged: The unit is equipped with ranged weapons (such as crossbows, slings, or bows), and may make ranged attacks (see RV).
    • Reach: The unit is equipped with reach weapons such as longspears, glaives, and other polearms. Reach weapons provide a DV bonus that applies only against armies with mounts or armies that are not already engaged with you. An army cannot use Reach Weapons during any Battle Phase in which it uses Ranged Weapons or Shields.
    • Superior: This resource benefit applies to both melee and ranged weapons. It is overlapped and does not stack with magic weapons, but it can be upgraded them. Exclusive with Adamantine and Aetherium.

Table: Army Resources

Resource Cost MV RV DV Consumption Speed Requirement
Armor armor's AC bonus armor's AC bonus -10 ft. if medium or heavy Smith, Tannery
Armor, Magic 25 BP x (potency value + number of properties)2 potency value + number of properties Magic Shop, Smith, Tannery
Boats 1 BP Trade Shop
Chariots, Heavy mount's CR + 9 +2 +0 +1 mount's CR* as mount - 10 ft. Smith, Stable (and Aerie for flying mounts)
Chariots, Light mount's CR + 3 +1 +0 mount's CR* as mount Smith, Stable (and Aerie for flying mounts)
Engineers 1 BP Academy, Exotic Artisan, or Military Academy
Firearms, Advanced 40 BP +3 —* Alchemist, Foundry, Exotic Artisan, Smith
Firearms, Early 16 BP +1 —* Alchemist, Exotic Artisan, Smith
Howdahs, Grand mount's CR + 14 +1 +2 mount's CR* as mount - 10 ft. Exotic Artisan, Stable (and Aerie for flying mounts)
Howdahs, Light mount's CR + 6 +0 +1 mount's CR* as mount Exotic Artisan, Stable (and Aerie for flying mounts)
Mixed Unit 1/2 UCR 1/2 UCR Varies
Mounts, Heavy mount's CR + 4 +2 mount's CR/2 as mount - 10 ft. Stable (and Aerie for flying mounts)
Mounts, Light mount's CR +1 mount's CR/2 as mount Stable (and Aerie for flying mounts)
Potions, Healing 4 BP Alchemist or Temple
Potions, Magic 8 BP Alchemist, Caster’s Tower, Sacred Grove, or Temple
Shields 1 BP +1 Smith or Tannery
Shields, Magic 16 BP +11 Magic Shop, Smith or Tannery
Siege Weapons, Close mount's CR + 5 +2 +2 mount's CR as mount - 10 ft. Exotic Artisan, Stable
Siege Weapons, Light mount's CR + 1 +1 mount's CR* as mount Exotic Artisan, Stable
Siege Weapons, Light Firearm mount's CR + 5 +3 mount's CR* as mount Alchemist, Exotic Artisan, Foundry, Stable
Siege Weapons, Heavy mount's CR + 3 +2 mount's CR* as mount - 10 ft. Exotic Artisan, Stable
Siege Weapons, Heavy Firearm mount's CR + 12 +5 mount's CR* as mount - 10 ft. Alchemist, Exotic Artisan, Foundry, Stable
Siege Weapons, Magic 48 BP +2 +2 Exotic Artisan, Magic Shop
Weapons, Magic 50 BP x (potency value + number of properties)2 +2 +2 Smith, Magic Shop
Weapons, Ranged 1 BP +0 —*
Weapons, Reach 1 BP +1
Weapons, Superior 4 BP +1 +1 Smith
1 The DV bonus for magic armor can be applied to ordinary armor but also stacks with Medium and Heavy Armor. The bonus for Magic Shields also stacks but requires Shields.
*An army with Ranged Weapons increases its Consumption by 1 (1d4 for Early Firearms, Light Firearm Siege Weapon or Heavy Siege Weapons, and 2d4 for Advanced Firearms or Heavy Firearm Siege Weapon) during any week in which it participates in a battle.
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