Verum Skirmish Rules in Verum | World Anvil

Verum Skirmish Rules

SKIRMISH RULES

 

Hero Turn Breakdown

  1. A hero gets a Troop action, Command action, and their normal actions.
  2. At the start of their turn they make a Skirmish check using their martial, persuasion, or intimidation. All Troop actions are made using the result of this roll.
  3. When the Hero takes the Command action they roll a new Skirmish check each time they take the Command action. Any Command action that is not a basic Troop action costs Command Points.
  4. A Hero can convert their normal action into another Troop action as long as the troops selected have not been subject to the Troop action within the last round.
 

Skirmish Rules

Commander DC: A character's Command DC is equal to 8 + their Proficiency bonus in the Martial skill + their Charisma modifier. A bard increases this by 1, and a fighter also increases this by 1. If you are commanding troops from your own faction or group, you gain an additional +1 when commanding those troops. For example, a level 5 Fighter who’s proficient in the Martial skill with a Charisma of 16 would have a Command DC of 15. While a level 5 Bard / level 1 Fighter with expertise in the Martial skill and a Charisma of 16 would have a Command DC of 19.   Command: Command is a pool of influence that the commanders of an army possess that is used to fuel their armies abilities in skirmish combat. Using Command lowers the designated troops Morale equal to the Command score of the desired action. A hero starts with 2 Command per character level they possess + their Charisma modifier, a bard increases this by 1, and a fighter increases this by 2. Command is restored on a short or long rest. Rolling a natural “1” on a Skirmish check reduces your Command Points by 4, rolling a natural “20” on a Skirmish check increases your Command Points by 4.  

Hero Units

On the battlefield and off armies are commanded by exceptional heroes, or unscrupulous warlords, all of which are above and beyond the strength and skill of the common foot-soldier. In the skirmish system this is represented by the Hero Unit; a character or creature of exceeding skill. Most often this is the role given unto Player Character's as well as named NPCs, and particularly powerful monsters on a battlefield.  
  • A hero unit is unchanged from their base stats; however, they gain additional options using these rules and are affected differently by troops than all other mobs would.
  • A hero unit is considered a commander, regardless if they are commanding any troops or not so long as the hero unit has at least an Intelligence score of 5 or higher.
  • A hero unit is not subject to the morale rules, unlike all other troops.
  • A hero unit cannot control other hero units using the Skirmish rules. Each hero acts independently from each other using the normal initiative rules.
  • A hero unit can command a number of troops equal to their Charisma modifier + their Prestige + 1, minimum one. A hero unit can spend their own action to gain an additional Troop action in the round which can control an additional number of troops equal their Charisma modifier + their Prestige + 1.
  • A hero unit gains access to a special ability check known as the Skirmish check, this is described below in more detail. This is the main way that heroes will command troops.
  • A hero unit gains two additional actions that they can take every round, the first is the Troop action—detailed below—and the second is the Commander action—also detailed below.

Skirmish Check

Commanding troops in the midst of battle is a hectic affair, with the explosive booms of magic, the monstrous roars of beasts, and the clash of steel on steel flowing all around the commanders, their presence can change the tide of battle—but so to can their underlings aid them in their conflict. While in combat, a commander can call out to their troops, asking for assistance. As the troops provide aid to the commanders, keeping the action focused on the commanders, but also provide a sense that they are not alone on the field of battle. A Skirmish check is an Intimidate, Martial, or Persuasion check depending on the desired action, and requires at least one allied troop to be in the combat to provide the desired aid. A character with the Inspiring Leader feat has advantage on their respective checks.

Troop Action

A Troop action is an action that can only be taken by a hero unit to command troops on and off the battlefield. This action can only be taken on the commander's turn and is used to command troops in battle. A Troop action can control a number of troops equal to the commander's Charisma modifier + their Prestige + 1. When you make a Troop action, make only one Skirmish check per Troop action made. A commander can use their own action to make an additional Troop action in a round, you must select different troops when using your own action in this way.   The Troop action is used to control the actions of troops under your command. When you take the Troop action, roll a Skirmish check, this is applied to all troops for that Troop action, additionally, all troops commanded using this action gain their movement, a bonus action, and an action. All troops regardless if you have taken a Troop action in the round or not gain a reaction. Once a troop is commanded in a round, it cannot be commanded again until the start of the commanding heroes next turn.

Command Action

A Command action is an action that can only be taken by a hero unit, it can only be taken once per round. This action can only be taken on the commander's turn unless the desired action has the [Reaction] tag, in which case it takes the commanders and troops Reaction but can be used at any point during a round—even interrupting an action.   A Command action is a special suite of abilities gained by the troops themselves as well as objects and traps on the battlefield. Regardless of troops or equipment possessed by the commander's and their army, all commanding heroes gain access to the Inspire the Troops Command action. Whenever you take the Command action, reduce your Command pool by the number indicated in parenthesis next to the desired ability, and make a Skirmish check, comparing it to the table under the desired ability.   Base Command Actions   Inspire The Troops [Equal to Selected Troops]: As a Command action the commander can call forth to their forces, inspiring them to press on and continue the fight with renewed vigor.
  1. Tier I (1-4) The command fails, and you lose one additional Command Point.
  2. Tier II (5-10) The command fails.
  3. Tier III (11-16) The command is heeded, selected troops within sight of you are healed for 2d6 points of morale damage.
  4. Tier IV (17-22) The command is heeded, selected troops within sight of you are healed for 5d6 points of morale damage.
  5. Tier V (23-30) The command is heeded, selected troops within hearing or sight of you are healed for 8d6 points of morale damage.
  6. Tier VI (31+) The command is heeded, in addition to the results of Tier V, routing troops in range to rejoin the battle with this morale.
Spellcasting [Spell Level/2]: As a Command action, bonus action, or reaction depending the spell the commander can call forth the troop to gather the magical energies that they control and unleash them in a controlled burst. Make a Skirmish check to determine how well heeded the casting was, and then follow the spell as normal, adjusting it with the results of your skirmish check.
  1. Tier I (1-4) The command fails.
  2. Tier II (5-10) The command is heeded, and the troops proficiency is treated as 1 lower for their spell.
  3. Tier III (11-16) The command is heeded.
  4. Tier IV (17-22) The command is heeded, and the troops proficiency is treated as 1 higher for their spell. In addition, The Commander decides an additional effect that is equivalent to a spell level 4 lower than the spell cast from the troops spell list.
  5. Tier V (23-30) The command is heeded, and the troops proficiency is treated as 2 higher for their spell. In addition, The Commander decides an additional effect that is equivalent to a spell level 3 lower than the spell cast from the troops spell list.
  6. Tier VI (31+) The command is heeded, and the troops proficiency is treated as 3 higher for their spell. In addition, The Commander decides an additional effect that is equivalent to a spell level 2 lower than the spell cast from the troops spell list.
  Base Equipment Command Actions   Siege Call [(Siege CR+1)/2]: (requires a unit attached to a catapult or similar siege engine on the Commander's Side. The attack must originate from the selected unit.) As a Command action the commander can call forth their forces to loose the catapults, as arced fire rains down at the targeted area. Make a Skirmish check to determine how well heeded the attack was heeded.
  1. Tier I (1-4) The command fails, and you lose one additional Command Point.
  2. Tier II (5-10) The command is heeded, siege attacks ignoring reload.
  3. Tier III (11-16) The command is heeded, siege attacks ignoring reload, dealing an additional 2d6 damage. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  4. Tier IV (17-22) The command is heeded, siege attacks ignoring reload, dealing an additional 4d6 damage. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  5. Tier V (23-30) The command is heeded, siege attacks ignoring reload, dealing an additional 6d6 damage. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  6. Tier VI (31+) The command is heeded, in addition to the results of Tier V, creatures who suffered damage from this ability must make a Constitution saving throw or suffer from the stunned condition until the start of your next turn.
Volley [(Troop CR+1)/2] (requires a ranged unit. The attack must originate from the selected unit using their weapons range.) As a Command action the commander can call forth their forces to unleash a volley of fire down upon a targeted area. Make a Skirmish check to determine how well heeded the attack was.
  1. Tier I (1-4) The command fails, and you lose one additional Command Point.
  2. Tier II (5-10) The command is heeded, they make a ranged attack with a 5' radius. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  3. Tier III (11-16) The command is heeded, they make a ranged attack with a 10' radius. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  4. Tier IV (17-22) The command is heeded, they make a ranged attack with a 15' radius. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  5. Tier V (23-30) The command is heeded, they make a ranged attack with a 20' radius. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
  6. Tier VI (31+) The command is heeded, in addition to the results of Tier V, each creature that suffers damage from this attack must succeed on a Strength saving throw DC equal to your Command DC or suffer from the restrained condition until the start of your next turn. A creature so restrained can break free as an Action with an Athletics check, DC equal to your Command DC.

Converting Mobs Into Troops

  When making a troop, take the base mobs stats—these are the combat stats of the troop—any features other than standard attacks that require an action, bonus action, or reaction to activate are drawn instead from the commander’s command pool—with each ability costing Command Points to activate.

Morale And Morale Score

Morale is a troops ability to fight on, to stay and follow orders without panicking from the overwhelming forces that strike out at them. Whenever something particularly demoralizing occurs, roll a Wisdom saving throw for the troop, if this is less than or equal to the relevant enemy Command DC, the troop routs as they become frightened and must flee combat unless rallied by a hero unit using an Inspire the Troops Command action that restored the troops morale above 50% of their maximum Morale. Certain modifiers may apply to this morale test—such as if a commander dies while within 300 feet of a troop—this applies disadvantage on the save, or could even apply disadvantage at -5 if the commander is particularly loved.  
  • When a troop is brought to half morale or lower, they must immediately make a Morale test against the most relevant enemy commanders command DC or rout, and their morale tests are made at disadvantage for the remainder of the battle.
  • Hit Points: A troop's health is represented by the base creature's hit points; however—perhaps unlike the base creature—a troop is exceptionally vulnerable to fear, mind-affecting, and area of effect attacks. A troop is Vulnerable to Psychic damage as well as a to damage caused by an Area-of-Effect attack.
  • Morale itself is equal to half the HP of the troop, so a troop that suffers half their HP in damage will almost always rout unless a commander convinces them otherwise.
  • A troop's hit points is equal to the double base creature’s hit point maximum adjusted further through a troop’s size category, and the commander’s skill.
  • A fear effect deals morale damage equal to 1d6 points of Psychic damage plus an additional 1d6 points of Psychic damage per level of the effect. In the case of abilities and features their level is equal to one-half of the level they have attained, while an item’s level is equal to the earliest level it can be found in play.

Troop Size Categories

Troops come in five size categories
    Medium: A medium troop consists of between four and eight small creatures.
  • A medium troop has no additional benefit beyond the base stats of the mob.
  • Large: A large troop consists of between four and eight medium creatures, or between ten and sixteen small creatures.
  • A large troop has no additional benefit beyond the base stats of the mob.
  • Huge: A huge troop consists of between two and four large creatures, ten and sixteen medium creatures, or twenty and thirty-two small creatures. A huge troop consisting of medium or smaller creatures gains an additional amount of hit points equal to half of the base creatures hit point maximum. A huge troop consisting of large creatures has no additional benefit beyond the base stats of the mob. A huge troop deals an additional die of damage on all damaging attacks. A huge troop deals an additional die of damage on all damaging attacks. Gargantuan: A gargantuan troop consists of between five and ten large creatures, twenty and thirty-two medium creatures, or forty and sixty-four small creatures.
  • A gargantuan troop consisting of medium or smaller creatures gains an additional amount of hit points equal to double the base creatures hit point maximum. A gargantuan troop deals two additional dice of damage on all damaging attacks.
  • A gargantuan troop consisting of large creatures gains an additional amount of hit points equal to half of the base creatures hit point maximum. A gargantuan troop deals two additional dice of damage on all damaging attacks.
  • Colossal: A colossal troop consists of between twelve and twenty-four large creatures, forty and sixty-four medium creatures, or seventy and one-hundred-and-forty-four small creatures.
  • A colossal troop consisting of medium or smaller creatures gains an additional amount of hit points equal to triple the base creatures hit point maximum. A colossal troop deals three additional dice of damage on all damaging attacks.A colossal troop consisting of large creatures gains an additional amount of hit points equal to double the base creatures hit point maximum. A colossal troop deals three additional dice of damage on all damaging attacks.

Actions, Bonus Actions, And Reactions

A mob has several actions at their disposal as a base creature, but to organize into a troop and fight as one takes greater training and skill. When determining the actions a Commander can take with a mob first you must determine the actions at the base creature's disposal, and which type of action is required.

Core

A troop has access to an action, a bonus action, movement, and a reaction just like any other mob. However, troops do not go in the initiative order like a normal creature, instead their actions are taken from their commander’s Troop action ability. Most troops will only have basic actions, movement, and perhaps a reaction or bonus action, but nothing beyond this. A troop’s movement is the same as the base creatures. Troop's, however, enhance a commander's ability to lead, adding additional Commander actions to a commander's repertoire.

Actions

All troops have the following basic action at their disposal. The number in brackets is the Command Point cost of the action.   Melee Attack [0]: As a Command action the commander can call forth the troop to move in and strike out at the targeted foe. Make a Skirmish check to determine how well heeded the attack was, and then an attack roll using your troops attack bonus against the targets Armor Class. A troop with the extra attack feature, makes an attack roll for each extra attack it receives if it was successfully commanded.  
  1. Tier I (1-4) The command fails.
  2. Tier II (5-10) The command is heeded, and the troops proficiency is treated as 1 lower for their melee attack.
  3. Tier III (11-16) The command is heeded.
  4. Tier IV (17-22) The command is heeded, and the troops proficiency is treated as 1 higher for their melee attack. In addition, roll 1d8. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or be pushed 15' back.
  5. Tier V (23-30) The command is heeded, and the troops proficiency is treated as 2 higher for their melee attack. In addition, roll 1d8. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or be pushed 15' back, or have them make a Wisdom saving throw against your command DC or have disadvantage on attacks on other creatures for 1 round.
  6. Tier VI (31+) The command is heeded, and the troops proficiency is treated as 3 higher for their melee attack. In addition, roll 1d8. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or be pushed 15' back, or have them make a Wisdom saving throw against your command DC or have disadvantage on attacks on other creatures for 1 round. In addition, roll 1d8. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or be pushed 15' back, or have them make a Wisdom saving throw against your command DC or have disadvantage on attacks on other creatures for 1 round, or have them make a Constitution check against your command DC or they are stunned for 1 round.
  Ranged Attack [0]: As a Command action the commander can call forth the troop to light up the targeted foe with a volley of projectiles or casting many cantrips. Make a Skirmish check to determine how well heeded the attack was, and then an attack roll using your troops attack bonus against the targets Armor Class. A troop with the extra attack feature, makes an attack roll for each extra attack it receives if it was successfully commanded.  
  1. Tier I (1-4) The command fails.
  2. Tier II (5-10) The command is heeded, and the troops proficiency is treated as 1 lower for their ranged attack.
  3. Tier III (11-16) The command is heeded.
  4. Tier IV (17-22) The command is heeded, and the troops proficiency is treated as 1 higher for their ranged attack. In addition, roll 1d4. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or give the enemy disadvantage on ranged attacks for 1 round.
  5. Tier V (23-30) The command is heeded, and the troops proficiency is treated as 2 higher for their ranged attack. In addition, roll 1d4. If the attack hits, the creature takes additional damage equal to this, and you may force them to roll a Strength saving throw or give the enemy disadvantage on ranged attacks for 1 round, or have them make a Constitution saving throw against your command DC or have the attack act as a 30' line.
  6. Tier VI (31+) The command is heeded; in addition to Tier V, the troop forces the target(s) to make a Strength saving throw or become grappled by the projectiles until the end of your next turn, a creature grappled in this way can be freed from this condition by a successful Skirmish check from an allied commander as a Command action, the DC is equal to your Commander DC in both cases.
  Defend [(Troop CR+1)/4] (Reaction): As a Command reaction the commander can call forth the troop to protect a creature within range. Make a Skirmish check to determine how well heeded the command was. A troop must end within 5 feet of their intended target to protect them.
  1. Tier I (1-4) The command fails, and the troop suffers a critical hit from the aggressor as the enemy forces strike back at the troop.
  2. Tier II (5-14) The command fails, and the troop suffers a normal hit from the aggressor as the enemy forces strike back at the troop.
  3. Tier III (11-16) The command is heeded, as the troop moves up to 10 feet and protects the desired target, increasing their Armor Class by 2 against the triggering attack or their saving throw by 2 against the triggering ability. The troop suffers a normal hit from the aggressor, but are resistant to the damage, as the enemy forces strike back at the troop.
  4. Tier IV (17-22) The command is heeded, as the troop moves up to their speed and protects the desired target, imposing disadvantage on the attack against their protected ally, and the allies AC is increased by 2 against the triggering attack. The troop suffers two points of damage, as the enemy forces strike back at the troop.
  5. Tier V (23-30) The command is heeded, as the troop moves up to their speed and protects the desired target, the attack goes against this unit instead of the intended target, the commander can choose to take the Tier IV results in place of this result.
  6. Tier VI (31+) The command is heeded, as the troop moves up to their speed and protects the desired target, the attack goes against this unit instead of the intended target and is made at disadvantage, the commander can choose to take the Tier IV results in place of this result.
  Credit to Ser Nurp the Feather Knight for the first iteration of these rules

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