Rules Theme

Alternative Battle Method (II)

 

Why use war cards at all? I think they are the weakest of the new ideas introduced by the new Birthright setting. In my campaign, I use the following rules:

Every unit has some characteristics that resemble common character characteristics, like:

THAC0 ---> The THAC0 of the creatures of the unit.
AC ---> The Armor Class of the creatures of the unit
Size ---> How many individuals comprise the unit
HD ---> This the total HD of the unit, ie the HD of the unit's creatures multiplied by the Size of the unit
Damage ---> Damage is rated in HD terms. Because a HD is actually a D8 rolled for hit points, it has an average of 4 hit points. So, the unit can inflict damage equal to one HD for every 4 points of normal damage it can cause (round up ). Damage is rated as a dice, with a minimum and a maximum result.=20

Example: Lets say a unit of knights is equipped with heavy horse lances. A heavy horse lance in the hands of a specialised fighter (lets say this unit is an exceptional one and very well-trained) can inflict damage equal to 1D8+3. The minimum result is 4 (one HD). The maximum result is 11 (three HD). So the damage caused by the unit will be 1-3 HD.

When a unit fights, it rolls its THAC0 against the AC of the target. As a unit's HD decreases, so does its fighting ability. For 25% losses, the unit has a -1 to attack roll. For 50% losses it has a -2 and for 75% a -4.

According to this basic outline, you can convert the panic and routing rules and the effect of combat spells.
 
 
 

George Chatzipetros


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