The Army Stat Block

Like NPCs, Monsters and Kingdoms, Armies have their own stat block. Here are the various part of the stat block and what they mean.
Name and CR: The army’s name is presented first, along with its Challenge Rating (CR). To determine an army’s CR, simply adjust the CR of an individual member of that group by the appropriate modifier depending on the army’s size, as shown on the Army Size Table. If, after modifiers apply, the group’s CR is lower than 1, it does not count as an army—add more troops until you reach a CR of 1. If an army is mounted, the army’s CR is set by the combined rider’s and mount’s CR score.
XP: This lists the XP awarded for defeating the army.
Alignment, Size, and Type: An army’s alignment has no effect on its statistics and is essentially just a convenient way to summarize its attitude with two letters. The army’s size determines not only how many individual units exist in the army,but also the army’s Challenge Rating. The army’s type is defined by the nature of its individual soldiers. An army must be made up of identical creatures.
hp: An army’s hit points equal its CR × the average hp from the HD type of the army’s units(3.5 for d6 HD, 4.5 for d8, 5.5 for d10, and 6.5 ford12). If an army is composed of units with multiple HD (such as the case of multiclassed characters, monsters with class levels, or mounted armies), use the lowest HD type. Drop any fractions from the final total. Note that only damage from other armies can reduce an army’s hp—treat individual creatures who attack an army as a fine-sized army.
Armies gain bonus HP based on the size of the army.

Fine: +0
Diminutive: +1
Tiny: +2
Small: +5
Medium: +10
Large: +20
Huge: +50
Gargantuan: +100
Colossal: +200

Creatures of Large size or Larger are treated as having an army of one size category larger. Creatures of Tiny Size or smaller are treated as being one size category smaller when determining bonus HP. If using mounted armies, only use the mount’s size if the mounts are of higher CR than the riders.
Defense and Offense: These entries list an army’s Defense Value (this is always a static number used to resist an attack) and its Offense Modifier (this is always a modifier that’s applied to a d20 roll during an attack). If the group has ranged capability, it is indicated here. The army’s Defense Value (DV) is equal to its CR + 10 + any additional modifiers (such as resources, see below). The army’s Offense Modifier (OM) is equal to its CR + any additional modifiers (such as resources, see below).
Tactics and Resources: Armies learn tactics and gain resources as they grow more seasoned from battles.
Special Abilities: Any special abilities the army possesses.
Speed: This number indicates how many 12-milehexes the army traverses in a day’s march.Marching through difficult terrain halves the army’s speed. The speed is equal to 12 divided by the number of hours an individual member of the army would require to travel across a grassland hex.
Morale: An army’s morale is a modifier ranging from –4 (the minimum) to +4 (the maximum). Morale can be further modified by the army’s leader or other factors. A new army’s starting morale is +0.
Consumption: Consumption lists how many Build Points an army consumes each week,representing the cost to feed, hydrate, arm, train,care for, and pay the soldiers. An army’s consumption is equal to its CR divided by 2

Running Mass Combat

The Battlefield

In most mass combats, the battlefield should not impact either army. But sometimes a battlefield can decide the outcome of a war.
Advantageous Terrain: Generally, if one army occupies a position of superiority (such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one flank), the defending army gains a +2 bonus to its DV.
Ambush: In order to attempt to ambush an army,the entire ambushing army must have concealment. The ambusher makes an Offense check against the army’s DV—if successful, the battle begins but the defending army does not get to act during the tactics phase. Otherwise, the battle proceeds normally.
Battlefield Advantage: If an army is particularly familiar with a battlefield, it gains a +2 bonus to both DV and OM.
Fortifications: An army located in a fortification adds the fortification’s Defense score to its DV. A city’s Defense is determined by the types of buildings it contains, as detailed in Cities

Battle Phases

Mass combat generally takes place over the course of three battle phases—the Tactics Phase,the Ranged Phase, and the Melee Phase.Ranged and Melee Phases are 1 minute in length. The Tactics Phase can be as short as 5minutes or as long as 30 minutes. The GM should determine the amount of time a Tactics Phase lasts (longer for larger armies and a greater number of armies, shorter for smaller armies and a fewer number of armies).
Tactics Phase: During the Tactics phase, each army selects which of its tactics it will use during the battle. Once decided, this cannot be changed for the rest of combat.
Ranged Phase: The Ranged phase typically lasts for 1 round, although the battlefield’s shape and other conditions can extend this duration. During this phase, any army with Ranged capability makes an attack against an enemy army. Armies without Ranged capability cannot attack during this phase.
Melee Phase: The Melee phase begins as the armies involved finally clash—this phase continues until one army is defeated. An army with the ranged capability not engaged in melee combat can continue to make ranged attacks during this phase. However, if the targeted army is engaged in melee combat, the ranged army must target all armies their target is attacking and are being attacked by.

Strategy Track

Each round during the melee phase, an army’s commander must select a strategy from one of five options on the strategy track. Strategies adjust the army’s DV, OM, and damage modifier .Adjusting an army’s strategy one step in either direction is automatic; if the leader wants to adjust strategy more than that in 1 phase, he must make a DC 20 Morale check. If he succeeds, the army’s strategy changes to the desired level, but if he fails, the army’s current strategy does not change at all.

Attacking and Taking Damage

In mass combat, it does not matter who goes first,since in the game it’s assumed that all attacks happen simultaneously. Each army makes an Offense check by rolling 1d20 and adding its total OM. This result is then compared to the target army’s DV.

  • Attacker’s Offense check equal to or less thandefender’s DV: Attacker fails to damage the defending army.
  • Attacker’s Offense check greater than defender’s DV: The attacking army inflicts damage on the defending army equal to the result of the attacking army’s Offense check minus the defending army’s DV.
  • Natural 20: If you roll a natural 20 on your Offense check, you automatically deal damage to the army, even if the result of the roll is lower than the enemy army’s DV. If the Offense check is still lower than the enemy army’s DV, the enemy army sustains 1 hp of damage.
  • Natural 1: If you roll a natural 1 on your Offense check, your army cannot make an Offense Check during the following round.


If at any point an army’s hit points are reduced to a number equal to or less than its CR, it immediately flees unless its commander can make a DC 15 Morale check. If this check fails,the army scatters and retreats from battle. When an army flees thusly, the enemy can make one final melee Offense check to get a parting shot before the army escapes. The routed unit is no longer considered to be in melee combat and can be freely attacked by ranged armies for 1 additional phase before they are considered to be too scattered to be targeted.

Multiple Armies

These rules can also serve in battles where multiple armies clash. In such battles, when you make your Offense check, you choose which enemy armies you’re attacking and apply damage appropriately—you can change targets each round as you wish—these rules do not take into account complexities such as movement or location, after all!

Victory and Defeat

An army is victorious once all of its enemy armies are destroyed or flee the battlefield.

Victory: A victorious army’s hit points remain at the level they were at when the battle ended(minimum value equal to the army’s CR). Make a Loyalty check against your kingdom’s Control DC—if you are successful, your army gains a new Tactic. Every time an army gains a new Tactic, its morale goes up by 1 (maximum of +4).
Rout: The army’s hit points reset to a number equal to the army’s CR, and its morale decreases by 1. Before this army can fight again, you must make a successful Loyalty check against your nation’s Control DC during your nation’s Upkeep phase.
Defeated Army: Although there are certainly a few survivors if an army is reduced to 0 hit points,those few survivors are so demoralized and wounded that the army cannot recover. It must be replaced with a new army. Every time an army is defeated, reduce the kingdom’s Stability,Economy, and Loyalty by 2.


Each day that an army spends at rest (no movement and no battle), it heals hit points equal to its CR. If resting in a city able to house it it heals twice this amount.


Resources are various upgrades an army can possess. Resources can only be made in cities that are capable of making the resource. As such, resources can only be added to an army in cities that possess the prerequisites. Resources can be added to an army after its initial training. Some resources have an upkeep cost, if the cost of a resource is not paid weekly, he army loses the benefit the resource provided. The army can only regain a resource that was previously dropped by going to a city that can produce the resource and paying the BP cost.

Fortification Builders (2BP): This resource represents each member possessing shovels, hand axes and similar basic tools to dig trenches and plant wooden spikes. As long as a unit does not use its full movement in a single day, the unit can build quick fortifications, increasing their DV by +2. This resource requires a smith to be in the city this resource is added.

Improved Weapons (5BP/50BP/Upkeep 1/200 men (min 1)): For 5BP, the army is armed with masterwork weapons increasing OM by +1. For 50 BP , you can instead outfit the army with magic weapons (increase OM by +2). Masterwork weapons require a weapon smith in the city this resource is added. Magic weapons require a weapon smith and a caster’s tower in the city.

Improved Armor (3BP/15BP/Upkeep 1/200 men (min 1)): For 3BP, the army is armed with masterwork armor (increase DV by +1). For 15BP, you can instead outfit the army with magic armor (increase DV by +2). Masterwork armor requires an armor smith in the city this resource is added. Magic armor requires an armor smith and a caster’s tower in the city.

Healing Potions (10BP): Each soldier is equipped with 2 healing potions. At any point during a battle (but no more than twice per battle), you can order your soldiers to drink their potions-they cannot make an offense check this round, but they regain hit points equal to twice their CR. This resource requires a shrine, temple, or cathedral to be in the cit this resource is added.

Mounts (BP=special): The army is mounted on horses or other war-trained animals. Increase DV and OM by +2. IF the combined soldier and mount CR is greater than the CR of the soldiers themselves, your army’s CR (and all derived scores, including Consumption) will increase. This resource requires a stable to be in the city this resource is added.

Ranged Weapons (2BP/Upkeep 1): Your soldiers are equipped with ranged weapons (such as crossbows or bows). Your army gains ranged capability. This resource requires a weapon smith to be in the city this resource is added. (Oil and tinder-twig can create burning arrows for 2 additional BP).

Shields (1BP): This army possess shields that help guard against attacks. Units equipped with shields gain a +2 DV against ranged weapons. This resource requires an armor smith in the city this resource is added.

Siege Engines (15BP per engine/Upkeep 2) Your army includes catapults, trebuchets, ballistae, rams, and other siege engines designed to break down fortifications. Increase OM by +2 (regardless of the total number of siege engines you control); each round of the melee phase, reduce the enemy’s bonus to DV from fortifications by 1d4 points per siege engine your army controls. This resource requires a carpenter to be in the city this resource is added.

Training Armies

The kingdom can tain 2 armies at a time per garrison in any given city. Training time varies depending on the level of army being trained. These times include:

  • 1 week per level of NPC class the army possess (except commoner),
  • 2 weeks per level of PC class the army possesses,
  • 1 week per 2 resources the army possesses
    The maximum size army a kingdom can maintine is limited byt he kingdom’s size. A mounted unit’s maximum size is always 1 smaller than the normal type of unit the kingdom can produce.
Kingdom Minimum Size Marshal Units Divine Casters Arcane Casters
1 Hex Medium Tiny Diminutive
21 Hexes Huge Medium Small
81 Hexes Gargantuan Large Medium
151 Hexes Colossal Huge Large
201 Hexes Colossal Gargantuan Huge

Sample Armies


Kingmaker kumogekkou