Battle System (Zoroaster)

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

Unit Stats
A Unit may consist of up to 1000 fighting men.

Spellcasters

 * 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.

Battlesystem Troops

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

Turn Sequence terms

 * 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.

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

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

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

3. Unit Actions

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

Combat Sequence

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

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

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

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