作者 主题: 【UCa】集团战斗(Mass Combat)  (阅读 58498 次)

副标题: 王国与战争的战争部分。各种语死,不过我给原文了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #10 于: 2013-08-10, 周六 16:24:40 »
指挥官(Commanders)
军队的指挥官能够助其发挥极限,并且还能够为一支军队提供特殊加值。指挥官可以是玩家也可以是NPC。除非你决定亲自指挥军队,或者允许你通过冒险或扮演征召独特的指挥官,否则新建军队的指挥官是一名普通的领导者,他不会为军队提供加值。
集团战斗军队卡上有一片空间供你记录每只军队的指挥官信息。此外,还有一片空间记录通用综合数据——这些数据用于管理一名角色(通常为你)被分配到的军队,但是这只是挂名的首脑,除非他积极地领导某支军队,否则不会提供任何加值。指挥官的相关信息如后所述(除非另有规定,每项数值均默认为0点)。

姓名(Name):此处会列出指挥官的姓名(若需要也会注明职业与等级)。

魅力调整值(Charisma Modifier):此处会列出指挥官的魅力调整值。它会加到军队的士气检定之上。

专业:士兵(Profession:soldier):此处会列出指挥官在专业(士兵)的技能等级。将数值除以5(最低为0)并加在军队的士气检定之上。

领导力(Leadership):领导力的数值为指挥官的角色等级 + 魅力调整值。若指挥官是怪物,则使用生命骰取代角色等级。如果指挥官拥有领导力专长,则将该数值增加3点。该数值为部分军略的先决条件。

军略(Boons):此处会列出指挥官已知的军略(见后文)。指挥官最多能够了解的军略数量为1个,外加每5级专业(士兵)1个。新任或者普通指挥官最初并不了解任何军略,但是可以在他们战斗胜利时获得。如果你是作为指挥官的王国领袖,那么你会按照被分配到的领袖职务自动获得一项军略(见后文)。

指挥官必须在军队中履行职责才能为军队提供士气检定加值以及军略。要想在军队中履行职责,指挥官需要至少每周在军队中花费3天时间。没有指挥官(无论是由于指挥官死亡还是她没有在军队上花费足够的时间)的军队会每周失去1点士气。你可以通过在该周支付军队双倍开支来补偿这一损失。
如果你有一支缺少指挥官的军队,而且你又没有空闲的指挥官填补这个职位,那么你可以从军队中晋升一个单位成为普通指挥官。这个指挥官拥有+0的魅力调整值,专业(士兵)等级0,并且领导力数值基于该军队中标准单位的等级或生命骰。

军略(Boons)
军略是指挥官赋予军队的特殊能力。大多数军略会影响战斗中的检定以及属性,指挥官必须参加战斗才能为军队提供好处。指挥官会将她所知的所有军略赋予军队(她无法单独选择其中一个应用至军队上)。

血战到底(Bloodied but Unbroken):指挥官能够在最绝望的时刻激励军队发挥最大的力量。当军队的生命值小于等于最大值的一半时,它会的进攻检定获得+1加值。指挥官的领导力必须达到4或更高才能选择这个军略。领导力达到10或更高时,该加值提升至+2。

额外战术(Bonus Tactic):选择一种战术。指挥官总是了解该战术,并且指挥官的军队能够使用该战术,即使他们自身并不了解这种战术也无妨。你可以多次选择该军略;每次选取需要选择一种新的战术。

防守策略(Defensive Tactics):指挥官尤其擅长防御战术。军队的DV增加2点。指挥官的领导力必须达到5或更高才能选择这个军略。

灵活战术(Flexible Tactics):经过指挥官训练的军队能够在战斗中接受多重指令。军队在战斗中更改战术的士气检定获得+5加值。指挥官的领导力必须达到6或更高才能选择这个军略。领导力达到12或更高时,该加值提升至+10。

一击脱离(Hit and Run):经过指挥官训练的军队能够在快速进攻后迅速撤退。在远程阶段或首个近战阶段的攻击完成后,军队可以使用撤退战术,并在对抗士气检定时获得+2加值。指挥官的领导力必须达到5或更高才能选择这个军略。领导力达到10或更高时,该加值提升至+4。

坚守阵线(Hold the Line):指挥官很擅长在对抗危险的敌人时维持军队的士气。如果军队在避免溃逃的士气检定中失败,那么它可以重掷该检定。即使第二次检定的结果更差,军队也必须接受。

自给自足(Live off the Land):指挥官使军队设置陷阱、进行捕猎、捕鱼等活动来增加食品供应。在使用该军略时,那个星期的军队开支与速度均会减半。DM可以规定超大型或更大规模的军队会在1d3周后耗尽一个地块的资源,若要保持军队降低开支水平,就需要进行移动。

精忠报国(Loyalty):指挥官会激发军队的忠诚心。军队在所有士气检定中均会获得+2加值。指挥官的领导力必须达到6或更高才能选择这个军略。领导力达到12或更高时,该加值提升至+4。

绝不留情(Merciless):指挥官促使军队贯彻冷酷的战术并且不留活口。军队在阻碍其他军队撤退的对抗士气检定,以及对抗溃逃或使用撤退战术的军队时的最终进攻检定获得+1加值。

神射手(Sharpshooter):指挥官训练军队提高远程攻击的精度。军队在对抗使用防御工事的军队时,进攻检定获得+2加值。这个军略对无法使用远程攻击的军队没有效果。

治疗类选法(Triage):无论是使用魔法、炼金术、草药还是民间知识,指挥官操练军队使用应急方法应对创伤。每场战斗一次,军队可以在远程或近战阶段的进攻检定中受到-4减值,并且治疗等同于其ACR一半的伤害。如果军队还拥有治疗药剂军备,那么它还会在使用治疗药剂时获得该军略带来的治疗(进攻检定不受减值)。

王国领袖指挥官(Kingdom Leader Commanders)
如果你具有王国领袖的职务(统治者、大祭司、外交大臣等等),那么你可以担任一支军队的指挥官。先确定你对士气检定的加值以及最高能够了解的军略数量,使用专业(士兵)等级的五分之一或者你的角色等级的六分之一,以较高者为准(最低为1)。与其他指挥官一样,你必须在军中履行职责才能将你的指挥官加值应用至士气检定上,并且必须参与战斗才能提供军略以及加值。
你自动获得的军略取决于你担任的领袖职务(即使你的领导力并不满足获得军略的先决条件)。如果某个领袖职务列出了多个军略,那么你在成为指挥官时从中选择一种。(其他的可以按照正常方式获得)。

统治者(Ruler):血战到底,精忠报国

配偶(Consort):精忠报国

顾问(Councilor):精忠报国

将军(General):额外战术,灵活战术,绝不留情,神射手

外交大臣(Grand Diplomat):防守策略,绝不留情

继承人(Heir):精忠报国

大祭司(High Priest):坚守阵线,自给自足,治疗类选法

大法师(Magister):灵活战术,精忠报国

巡查官(Marshal):自给自足,一击脱离,神射手,治疗类选法

皇家执刑官(Royal Enforcer):额外战术,绝不留情,神射手

谍报官(Spymaster):一击脱离,绝不留情,神射手

司库(Treasurer):精忠报国

总督(Viceroy):精忠报国

监察官(Warden):防守策略,坚守阵线,精忠报国

失去指挥官(Losing Commanders)
若一支军队被摧毁,而指挥官是一名NPC,那么指挥官会被杀(01 - 20),俘获(21 - 70),或脱逃(71 - 00)。无心智的生物所组成的军队会杀死所有被俘获的NPC指挥官。你可以通过支付BP来赎回被俘的指挥官,数额等同于指挥官所在军队的开支(如果是被其他王国所俘获,那么这笔赎金会进入该国的国库)。曾经有战败、被俘或者被赎回经历的指挥官会使军队获得不幸的名声,她会使任何在她指挥之下的军队士气降低1点。
若你是指挥官,而你的军队被毁灭,那么DM应该提供给你一次身受重伤(HP为25%或更低)的逃生机会,否则会被俘获并索要赎金。而其他玩家可以支付BP、金币或者其他宝物来赎回你,DM也可以允许其他玩家进行一次关于营救你的冒险,而非单纯的赎回自由。

原文
劇透 -   :
Commanders

An army's commander helps maximize its effectiveness and can provide special bonuses to an army. The commander can be a PC or NPC. Unless you decide to command an army personally or the GM allows you to recruit an exceptional commander through adventuring and roleplaying, a new army's commander is an unexceptional leader who provides no bonuses to the army.

The Mass Combat Army Sheet has a space to record information about the commander of each of your armies. In addition, there's also a space to record information for a general—a general is a character (often you) assigned to administrate your armies, but is primarily a figurehead and grants no bonuses herself unless actively leading a particular army. The relevant information is as follows (assume a value of 0 unless otherwise specified).

Name: This lists the commander's name (and class and level, if notable).

Charisma Modifier: This lists the commander's Charisma modifier. It is added to the army's Morale checks.

Profession (soldier): This is the commander's ranks in Profession (soldier). Divide the number of ranks by 5 (minimum 0) and add that number to the army's Morale checks.

Leadership: The commander's character level + Charisma modifier. If the commander is a monster, use HD instead of character level. If the commander has the Leadership feat, increase this value by 3. This number is a prerequisite for some boons.

Boons: This lists the boons the commander knows (see below). A commander's maximum number of boons known is 1, plus 1 for every 5 ranks in Profession (soldier). A new or unexceptional commander might know no boons at first, but can gain them from victories in battle. If you're a kingdom leader acting as a commander, you automatically have one boon appropriate to your leadership role (see below).

The commander must be active with the army to grant a bonus on Morale checks or a boon to the army. Being active requires spending at least 3 days per week with the army. An army without a commander (whether because the commander is dead or because she isn't spending enough time with the army) loses 1 Morale per week. You may offset this loss by doubling the army's Consumption that week.

If you have an army without a commander and you have no commanders available to fill that role, you may promote a unit from the army to be an unexceptional commander. This commander has a +0 Charisma modifier, 0 ranks in Profession (soldier), and a Leadership score based on the level or HD of a typical unit in that army.
Boons

Boons are special abilities a commander grants to an army. Most of these boons affect the rolls and statistics for battles, and the commander must be present at the battle to provide their benefit. A commander grants the army all the boons she knows (she doesn't have to select just one).

Bloodied but Unbroken: The commander inspires the army to be at its greatest in the most desperate times. When an army's hit points are at half its full normal hit points or fewer, it gains a +1 bonus on Offense checks. A commander must have Leadership 4 or higher to select this boon. At Leadership 10 or higher, this bonus increases to +2.

Bonus Tactic: Choose one tactic. The commander always knows this tactic, and the commander's army can use this tactic even if it doesn't know that tactic on its own. You can select this boon multiple times; each time you select it, choose a new tactic.

Defensive Tactics: The commander is especially good at defensive tactics. Increase the army's DV by 2. A commander must have Leadership 5 or higher to select this boon.

Flexible Tactics: The commander trains the army to be receptive to multiple orders during a battle. The army gains a +5 bonus on Morale checks to change tactics during a battle. A commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +10.

Hit and Run: The commander drills the army in quick attacks followed by a fast retreat. After attacks are resolved in the Ranged phase or the first Melee phase, the army may use the withdraw tactic with a +2 bonus on its opposed Morale checks. A commander must have Leadership 5 or higher to select this boon. At Leadership 10 or higher, this bonus increases to +4.

Hold the Line: The commander is skilled at convincing the army to maintain morale against dangerous opponents. If the army fails a Morale check to avoid a rout, it may reroll that check. It must accept the results of the second check, even if it is worse.

Live off the Land: The commander makes the army trap game, hunt, and fish to augment its food supplies. Reduce the army's Consumption and speed by half for any week this boon is used. The GM may rule that Huge and larger armies deplete the available resources from a hex over 1d3 weeks, requiring the army to move if it wants to maintain the reduced Consumption level.

Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks. A commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +4.

Merciless: The commander encourages the army to be ruthless in its tactics and spare no wounded enemies. The army gains a +1 bonus on opposed Morale checks to prevent another army from withdrawing and on the last Offense check against a routed army or one using the withdraw tactic.

Sharpshooter: The commander drills the army in precision ranged attacks. The army gains a +2 bonus on Offense checks against armies using fortifications. This boon has no effect if the army can't make ranged attacks.

Triage: Whether using magic, alchemy, herbalism, or folk knowledge, the commander drills the army in using emergency methods to treat wounds. Once per battle, the army may take a —4 penalty on its Offense check during the Ranged or Melee phase and heal damage equal to half its ACR. If the army has the healing potions resource, it also gains the healing from this boon (without the Offense check penalty) when it uses healing potions.
Kingdom Leader Commanders

If you have a kingdom leadership role (Ruler, High Priest, Grand Diplomat, and so on), you may take the role of an army commander. To determine your bonus on Morale checks and the maximum number of boons you can know, use either one-fifth your ranks in Profession (soldier) or one-sixth your character level, whichever is higher (minimum 1). As with other commanders, you must remain active with the army to grant your commander bonus on Morale checks, and must be at the battle to provide tactics and bonuses.

Your leadership role determines what boons you automatically know (even if you don't meet the Leadership requirements for those boons). If a role lists multiple boons, you must choose one when you become a commander. (Others may be gained in the normal manner).

Ruler: Bloodied but Unbroken, Loyalty

Consort: Loyalty

Councilor: Loyalty

General: Bonus Tactic, Flexible Tactics, Merciless, Sharpshooter

Grand Diplomat: Defensive Tactics, Merciless

Heir: Loyalty

High Priest: Hold the Line, Live off the Land, Triage

Magister: Flexible Tactics, Loyalty

Marshal: Live off the Land, Hit and Run, Sharpshooter, Triage

Royal Enforcer: Bonus Tactic, Merciless, Sharpshooter

Spymaster: Hit and Run, Merciless, Sharpshooter

Treasurer: Loyalty

Viceroy: Loyalty

Warden: Defensive Tactics, Hold the Line, Loyalty
Losing Commanders

If an army is destroyed and the commander is an NPC, the commander is killed (01—20), captured (21—70), or escapes (71—00). An army of mindless creatures kills all captured NPC commanders. You may ransom a captured commander by paying BP equal to the commander's army's Consumption (if captured by another kingdom, this goes to that kingdom's Treasury). A commander with a history of losing battles, being captured, and being ransomed gains an unlucky reputation among your troops and reduces the Morale of any army under her by 1.

If you are the commander and your army is destroyed, the GM should present you with an opportunity to escape with serious injuries (at 25% hp or lower), otherwise you are captured and held for ransom. The other PCs may pay BP, gold, or other treasures to ransom you, or the GM may allow the other PCs to have an adventure where they attempt to rescue you instead of simply buying your freedom.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #11 于: 2013-08-10, 周六 16:25:07 »
军备(Army Resources)
军备是军队能够用于提高实力的有形资产。你必须在将军备配备给军队之前支付BP。部分军队无法使用某些军备——狼群组成的军队无法使用治疗药剂或者精制武器,无心智的生物无法使用攻城武器等等。
军备的开支并不会在购买之后便结算完毕。为了使用新装备需要训练军队,精英单位会要求更高的工资,而昂贵的物品在维护与修理时的开销更高等等。每种军备在列装给一支军队后,都会按照下面列出的数额增加每周开支。
下面列出的价格是用于中型军队的。给较小或较大规模的军队配备军备的开销会成比例降低或升高。

治疗药剂(10 BP):每个单位会携带几瓶治疗药剂。在战斗中的任意时点(但是每场战斗不能超过两次),指挥官能够命令她的手下饮用药剂。军队在该阶段不会进行进攻检定,但是会治疗等同于其ACR两倍的生命值。每当军队使用了治疗药剂,该周开支会增加3点。要购买该军备,你的王国中的定居点必须建成炼金工房、施法者之塔、大教堂、药草铺、魔法商铺、魔法学院或神殿。

精制护甲(3 BP):军队会装备精制品护甲,DV与开支增加1点。若支付15BP,你能够给军队配备魔法护甲,DV与开支的加值为2点。要购买该军备,你的王国中的定居点必须建成外贸区、军事学院或铁匠铺。

精制武器(5 BP):军队会装备精制品武器,OM与开支增加1点。若支付50BP,你能够给军队配备魔法武器,OM与开支的加值为2点。要购买该军备,你的王国中的定居点必须建成外贸区、军事学院或铁匠铺。

坐骑(BP = 坐骑的ACR):军队配备马匹或者其他受过战争训练的动物作为坐骑。OM与DV增加2点,并且其开支增加1点。如果你的军队使用比士兵本身更为强大的坐骑,那么你的军队的ACR以及由此衍生的属性均会增加。要购买该军备,你的王国中的定居点必须建成外贸区、马厩或牲畜围场。

远程武器(2 BP):军队会配备远程武器(比如弩、投石索或弓),获得远程攻击能力。开支增加1点。

攻城武器(15 BP/台):你的军队装配了投石车、攻城槌、抛石机、弩炮或其他用于摧毁防御工事的攻城武器。OM增加2点(无论军队中有多少台攻城武器)并且每台攻城武器增加3点开支。每个近战阶段,敌军的防御工事所带来的DV加值均会减少,数值为你的军队中每台攻城武器1d4点。与其他军备不同,攻城武器的价格并不会由于军队的规模而按比例增减。要购买该军备,你的王国中的定居点必须建成学院、外贸区、军事学院或大学。

军备价格比率
军队规模    乘数
  超微型x 1/8
   微型x 1/6
  超小型x 1/4
   小型x 1/2
   中型x 1
   大型x 2
  超大型x 4
   巨型x 10
  超巨型x 20

转移军备(Transferring Resources)
你可以将已经购买的军备从一支军队转移至另一支规模相等或更小的军队上,只要接收军备的军队中的生物能够使用即可(比如山丘巨人使用的精制武器对人类丧尸军队没什么用处)。这么做并不会消耗BP,但是会提供军备的军队士气会降低1点。
按照DM的判定,你可以将军备分给数支较小规模的军队,只要较小规模的军队单位总数不超过提供军备的军队单位数量即可。
如果你解散一支具有军备的军队,那么你可以将这些军备转移至其他合适的军队、存储起来供以后使用(比如你在下一年招募的军队)或者以其BP价值的一半销售。

原文
劇透 -   :
Army Resources

Resources are physical assets the army can use to improve its abilities. You must spend the BP for a resource before you can apply it to the army. Some armies can't use certain resources—an army of wolves can't use healing potions or improved weapons, mindless creatures can't use siege engines, and so on.

The cost of a resource doesn't end when you purchase it. Units must be trained to use new equipment, elite units demand higher pay, expensive items are more costly to maintain and repair, and so on. Each resource added to an army increases the army's weekly Consumption by the listed amount.

The costs listed are for a Medium army. Resources for a smaller or larger army cost proportionately less or more than this amount.

Healing Potions (10 BP): Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn't attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR. Each time an army uses its healing potions, increase its Consumption that week by 3. To purchase this resource, a settlement in your kingdom must have an Alchemist, Caster's Tower, Cathedral, Herbalist, Magic Shop, Magical Academy, or Temple.

Improved Armor (3 BP): The army is armed with masterwork armor, increasing DV and Consumption by 1. For 15 BP, you can outfit the army with magic armor, increasing DV and Consumption by 2 instead. To purchase this, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.

Improved Weapons (5 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.

Mounts (BP = Mount's ACR): The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army's ACR and derived scores might increase. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.

Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.

Siege Engines (15 BP per engine): Your army includes catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Increase OM by 2 (regardless of the total number of siege engines in the army) and Consumption by 3 per siege engine. Each Melee phase, reduce the enemy's bonus to DV from fortifications by 1d4 per siege engine in your army. Unlike other resources, the cost of a siege engine doesn't scale with the army's size. To purchase this resource, a settlement in your kingdom must have an Academy, Foreign Quarter, Military Academy, or University.
Resource Scaling Army Size   Multiplier
Fine   ×1/8
Diminutive   ×1/6
Tiny   ×1/4
Small   ×1/2
Medium   ×1
Large   ×2
Huge   ×4
Gargantuan   ×10
Colossal   ×20
The multiplier affects the resource's initial cost and the increase to Consumption. The multiplier can't reduce the cost of a resource below 1 BP.
Transferring Resources

You may take a purchased resource from one army and give it to an army of equal or smaller size so long as the creatures in the recipient armies can use the resource (for example, improved weapons for a hill giant army are of little use to an army of human zombies). Doing so doesn't cost BP, but reduces the Morale of the donating army by 1.

At the GM's discretion, you may divide a resource among several smaller armies, so long as the total number of units in the smaller armies doesn't exceed the number of units in the donating army.

If you disband an army with a resource, you can give that resource to another suitable army, store it for later (such as an army you recruit next year), or sell it for half its BP value.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #12 于: 2013-08-10, 周六 16:25:37 »
特殊能力(Special Abilities)
在一场奇幻故事中演绎一场战争最有趣的部分实际上是:你所带领的部队并不局限于现实世界中存在的。尽管你招募的大多数单位是武者或者战士,不过你也可以招募到圣武士、牧师或其他在集团战斗中具有实用能力的军队。
你甚至可以招募怪物,无论是类人形态的地精、巨魔或兽人,还是非人形的半人马及座狼。这些生物都具有在集团战斗中十分有用的怪物特殊能力。除非与这些生物结盟,标准的王国并不具有使用怪物军队的能力。你可以通过外交法令或者在冒险中帮助它们来结盟。
只有在军队中大多数的单位具有后述列出的能力时才能应用这些能力。而对于职业能力,能力名称后附有附加说明,标注了军队中的单位要使用该能力必须满足的等级以及职业。这里并未列出5级之后获得的职业能力,因为要招募具有较高职业等级的单位,且数量足矣构成军队是不可能的。如果一项职业能力之后列出两种选项,那么你必须在构成军队时从中选择一种,并且无法再进行更改。
你可以是使用后述特殊能力作为灵感来创作属于你自己的额外军队能力。除非另有说明,这些特殊能力的效果(除了生命值伤害)会在战斗结束时结束。请注意在影响盟友军队的能力也可以用于影响你自身。

属性伤害/吸取:该能力视同流血。

炼金术(炼金术士 1):每场战斗1次,你的军队能够如同拥有治疗药剂军备一般治愈自身。这并不会消耗BP。

两栖:军队可以移入或穿越水体,并且忽略水中屏障(water barriers)带来的防御。

动物伙伴(德鲁伊 1,游侠 4):动物伙伴使军队的OM增加1点。

水栖:在对抗水中或者船只上的军队时,军队的OM与DV增加1点。在对抗陆上的军队时OM降低2点(若军队同时还具有两栖特殊能力,则不会受到OM的惩罚)。

勇气灵光(圣武士 3):军队免疫恐惧效果,并且在避免溃逃的士气检定中自动成功。

盔甲训练(战士 3):该职业能力会调整穿着中甲的单位的基本速度;因此也相应地调整军队的速度。

流血:当这支军队在近战中造成伤害时,目标军队在下一个阶段开始时自动受到1d6点伤害。

盲感:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。

盲视:军队不会由于黑暗、隐形以及天气而使OM与DV受到惩罚。

炼金炸弹(炼金术士 1):该能力视同喷吐武器。

英勇(战士 2):将单位的英勇加值应用至对抗恐惧以及溃逃时的士气检定中。

喷吐武器:军队能够进行远程攻击。在远程以及近战阶段,它造成+1d4点伤害。

制造药水(炼金术士 1):军队可以为自身或者其他军队制造治疗药剂,而不需要满足任何在治疗药剂军备中的建筑需求。你必须如常为这些药剂支付BP。

燃烧:该能力视同流血。

掘地:军队能够花费远程或近战阶段进行移动,用于在一个防御工事(或城墙)下掘穴。在之后的阶段中,它会忽略这个防御工事的防御。在军队使用掘穴的阶段中,只能攻击使用掘穴或浅地的军队,也只能被此类军队攻击。

食尸:军队在战斗胜利之后,并且允许吞食战场遗留的尸体时,当周的开支降低1点(最低为0)。

挑战(骑士 1):每场战斗1次,军队可以在对抗目标军队时OM增加2点,但是在对抗来自非目标军队的进攻时,DV降低1点。这些效果会在战斗的剩余时间内持续下去。

引导负能量(牧师 1):在近战阶段,军队对目标活物军队造成+1d4伤害。如果具有该能力的是不死军队,则可以使用该能力治疗自身,用于取代对敌军造成额外伤害;若它在一个远程或近战阶段的OM受到等同于其ACR一半的减值,则可以治疗等同于其ACR的生命值。

引导正能量(牧师 1,圣武士 4):在近战阶段,军队对目标不死军队造成+1d4伤害。军队可以使用该能力治疗自身,用于取代对敌军造成额外伤害;若它在一个远程或近战阶段的OM受到等同于其ACR一半的减值,则可以治疗等同于其ACR的生命值。

攀爬:军队视防御工事的防御比正常低25%。该优势无法应用至无法攀爬的防御工事上(比如护城河或者力墙术)。

战斗流派(游侠 2):每场战斗1次,军队可以选择远程攻击或者近战攻击的OM增加1点,该效果会在战斗的剩余时间内持续下去。

构装体:军队免疫疾病、恐惧、麻痹与毒素。

创造沙暴:每场战斗1次,军队能够使用沙暴战场环境影响战斗的场地。沙暴会在战斗的剩余时间内持续下去。

创造衍体:如果军队摧毁了规模与其相等或更大的活物军队,它可以立刻恢复等同于其ACR的两倍的生命值,或者创造一支与其类型相同但是规模比自身小两阶的军队。

伤害减免:见强效防御。

黑暗视觉:军队在昏暗或者黑暗之中,OM或DV不会受到惩罚。

科研发现(炼金术士 2):该能力视同流血。

疾病:如果该军队对任何军队造成伤害,受伤的军队会染病,并且在战斗后的每一天,OM与DV累积受到-1减值。治愈疾病需要成功进行受到该减值修正的稳定检定,之后该减值每天减少1点,直至完全消失。

神佑(圣武士 3):这支军队免疫疾病。

潜地:该军队忽略土石建造的防御工事,并且能够如同掘地特殊能力一般在其他防御工事下掘穴。

幻灵(召唤师 1):该能力视同动物伙伴。

能量吸取:若该军队对一支敌军造成伤害,那么敌军的OM与DV会在24小时内减少1点。

反射闪避(武僧 2,盗贼 2):具有施法能力的军队在攻击拥有该能力的军队时,施法能力带来的OM加值减半。并且拥有该能力的军队在受到喷吐武器能力攻击时,额外伤害减半。

快速痊愈:在每个远程或近战阶段,该军队会恢复数值等同于其快速痊愈数值一半的生命值。在非战斗状态,该军队每小时会恢复等同于其快速痊愈数值的生命值。

宿敌(游侠 1):该军队在对抗其游侠宿敌列表中所选择的生物类型时,OM增加1点。

偏好地形(游侠 3):敌军从有利地形以及战场优势中获得的加值减半。

恐惧:若该军队对一支敌军造成伤害,那么敌军必须尝试进行士气检定(DC = 10 + 你的军队的ACR)。失败则意味着军队会害怕并且无法尝试在下一个阶段中进行进攻检定。若军队在士气检定中失败,并且该阶段已经处于害怕的状态,则会溃逃。

凶猛:即使士气低落或者近乎死亡,该军队也会持续战斗。若军队战败或溃逃,它仍旧能持续再行动一个近战阶段,不过在该阶段它的OM与DV降低4点。

飞行:若军队在近战阶段中不进行攻击,则无法被近战攻击所伤,除非发动攻击的军队也具有飞行能力。该军队还忽略城墙带来的防御加值,但是无法忽略其他防御工事。

疾风连击(武僧 1):在首个近战阶段,军队的OM增加1点。在第二个以及之后的近战阶段中,提升为增加2点。

攫抓:该军队的单位能够抓住它们的敌人,使其难以逃脱。目标军队在避免溃逃或者使用撤退战术的士气检定中受到-2减值。

巫术(女巫 1):当你组建具有该能力的军队时,从治愈或大釜中选择一个。
    治愈:每场战斗1次,军队能够治疗等同于其ACR一半的生命值。
    大釜:军队可以为自身或者其他军队制造治疗药剂,而不需要满足任何在治疗药剂军备中的建筑需求。你必须如常为这些药剂支付BP。

猎手羁绊(游侠 4):当你组建具有该能力的军队时,从同伴或动物中选择一个。
    同伴:每场战斗1次,军队可以使自身的OM与一支盟军的OM增加1点,该效果会在战斗的剩余时间内持续下去。
    动物:该能力视同动物伙伴。

免疫:若军队免疫某种特殊能力(比如毒素),那么具有该能力的敌军则无法在对抗具有免疫能力的军队时获得优势。对于有多种免疫的军队,见强效防御。

虚体:该军队不会因非魔法攻击而受到伤害,并且魔法攻击也只能造成一半伤害。它会忽略敌军因护甲军备而获得的DV加值。它在撤退的检定中自动成功。并且还在所有种类的地形中具有机动力特殊能力。

激发勇气(吟游诗人 1):该军队的OM增加1点,并且在对抗恐惧与溃逃的士气检定中获得+2加值。此外,该军队还可以将这些加值应用至同一场战斗的一支盟友军队。

隐形:任何军队在对具有该能力的军队进行攻击时,OM均会受到-2减值。任何军队在对抗具有该能力的军队的攻击时,DV受到-2减值。无法看到隐形生物的军队无法妨碍具有该能力的军队进行撤退。

审判(审判者 1):每个远程或近战阶段1次,该军队可以选择使其伤害增加1点、DV增加1点、治疗等同于其ACR一半的生命值、或者将其攻击视为魔法武器。该能力会在该军队由于恐惧而无法进攻的阶段中暂不生效,并且会在军队溃逃时立刻结束。

丹田气池(武僧 1):该军队的攻击视同魔法武器。

圣疗(圣武士 2):该能力视同引导正能量。

强光失明:该军队在明亮光照(bright light)下OM与DV降低2点。

强光敏感:该军队在明亮光照(bright light)下OM与DV降低1点。

昏暗视觉:该军队不会受到昏暗带来的减值。

恩惠(圣武士 3):在战斗结束时,该军队能够治愈一支盟友军队的疾病。

无心智:该军队的士气检定永远不会失败,但是必须使用标准策略以及标准战术。

机动力:如果单位具有某种让他们在某种战场地形中获得机动力(mobility)优势的能力(比如沼蜍人(Boggard)在沼泽中),那么该军队在此地形中对抗不具有该能力的军队时,OM增加1点。

坐骑(骑士 1):军队的坐骑会使军队的OM与DV增加1点。

骑士团(骑士 1):当使用挑战能力时,该军队的DV在对抗挑战目标时增加1点。

麻痹:每当该军队对一支敌军造成伤害时,敌军的DV降低1点。

石化:该能力视同麻痹。

植物:该军队免疫恐惧、麻痹以及毒素。

毒素抗力(炼金术士 2):若该军队受到毒素伤害,则该伤害会降低,数值为单位的毒素抗力加值的一半。

毒素:该能力视同流血。

猛扑:军队的OM增加1点。

强力冲锋:军队的OM增加1点。

狂暴(野蛮人 1):每场战斗1次,指挥官可以命令军队狂暴。军队的OM增加2点,DV降低1点,并且在对抗恐惧以及溃逃的士气检定中获得+1加值。当该效果生效时,该军队无法使用谨慎作战、稳固阵型、围歼、铜墙铁壁、射手支援或撤退战术,也无法使用防御与谨慎的策略。若正在使用这些战术或策略,则会立刻切换至标准战术或策略。

耙抓:军队造成的伤害增加1点。

再生:在每个远程或近战阶段,该军队都会恢复数值等同于再生数值的生命值。当一支具有再生能力的军队生命值降低至0点时,只有在该阶段的结束时,有至少一支敌军军队存活并对正在再生的生物进行终结,该军队才会战败。在战斗之后,该军队每小时会恢复等同于其再生数值一半的生命值。

撕扯:军队造成的伤害增加1点。

能量抗力:见强效防御。

接石:军队在对抗远程攻击时DV增加1点。若敌人使用攻城武器或者投石进行攻击,则DV额外再增加1点。

投石:军队能够进行远程攻击。在远程阶段,它造成+4点伤害。

盗贼天赋(盗贼 2):该军队获得流血能力。

灵敏嗅觉:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。

幻灵护体(召唤师 4):军队的DV增加1点。

强效防御:若军队具有某些强效的防御力,诸如强大的伤害减免、或者多种免疫和/或能量抗力。那么DV增加10点,但是只有在对抗无法克服这些防御能力的军队时生效。
在某些情况下,DM可以规定由于这种防御力,一支军队无法被敌军战胜(尽管DM绝不应该坑玩家,让他们对抗这种军队,除非由玩家执意挑起这样愚蠢的战斗)。

制裁邪恶(圣武士 1):每场战斗中的一个近战阶段,军队在对抗邪恶军队时OM增加2点。若目标军队为不死或邪恶异界生物,则OM改为增加4点。

偷袭(盗贼 1):当军队进行伏击、使用围歼战术或者在使用诈败战术之后的下个阶段时,OM增加1点。

法术抗力:该军队在对抗具有施法能力的军队时,DV增加6点。

施法:若军队的单位具有使用魔法(无论是来自类法术能力还是真正使用法术),则使军队的OM与DV增加,增加数值为个体单位能够施放的法术的最高等级。若军队所具有的任何攻击法术射程大于接触,那么该军队可以进行远程攻击。

震慑拳(武僧 1):该能力视同麻痹。

集群:该军队受到的非魔法攻击伤害减半,但是魔法攻击能造成1.5倍伤害。它会忽略敌军因护甲军备而获得的DV加值。它无法伤害任何具有虚体或强效防御能力的军队。它在撤退的检定中自动成功。

战术(骑士 1):该军队自动学会一种战术(通常为骑兵突袭战术);这并不会算在军队能够了解的最高战术数量内。

传送:该军队忽略防御工事的防御。它在撤退的检定中自动成功。灵界旅行(Ethereal travel)以及类似的效果同样会赋予该能力。具有传送能力的军队能够在同一天内旅行至任意地块(它本身的速度于此无关,并且不会受到困难地形的阻碍)。

追踪(审判者 2,游侠 1):该军队将其ACR加在妨碍军队使用撤退战术的士气检定,以及遇到伏击时的DV上。雾霾会使其伤害降低四分之一,而非原本的减半。

践踏:军队的OM增加1点。

陷阱感知(盗贼 3):当使用破坏攻城设施战术时,军队将其ACR的一半加在判断是否摧毁一台攻城武器的进攻检定上。

颤动感知:军队由于黑暗、隐形以及天气而使OM与DV受到的惩罚减半。

拌摔:在每个近战阶段,目标军队的DV降低1点,直至该阶段结束。

不死:该军队免疫疾病、恐惧、麻痹以及毒素。军队的DV增加2点。

反自然灵光:该能力视同恐惧,但是只适用于动物(包括动物坐骑)。

漩涡:该能力视同麻痹,但是只限对抗在水面或水中的目标。

武器专精(战士 4):每场战斗1次,使军队的远程或近战攻击时的OM增加2点。

旋风:该能力视同麻痹。

自然变身(德鲁伊 4):每场战斗1次,该军队可以获得水栖、两栖、攀爬、黑暗视觉、飞行、昏暗视觉或灵敏嗅觉特殊能力,但是处于该效果时会失去施法能力。军队能够在之后的任意阶段中结束该能力。

原文
劇透 -   :
Special Abilities

Part of the fun of playing out a war in a fantasy game is the fact that you aren't limited to real-world troops. Though most recruited units are warriors or fighters, you may be able to recruit an army of paladins, clerics, or other characters with abilities useful in mass combat.

You might even be able to recruit monsters, whether humanoids such as goblins, trolls, and orcs, or exotic creatures such as centaurs and worgs. These creatures could have monster special abilities useful in mass combat. A typical kingdom doesn't have access to monster armies unless it has formed alliances with such creatures, either through formal Diplomatic edicts or befriending them during adventures.

Modifiers for these abilities apply only if most of the units in an army have the listed ability. For a class ability, a parenthetical note after the ability name indicates the class and the level the units of the army must be to confer that ability. This listing doesn't include class abilities acquired after 5th level, as it's unlikely you'll be able to recruit enough units of that class level to form an army. If a class ability listed here presents two alternative options, you must choose one of these options when the army is formed, and it can't ever be changed.

You can use the following special abilities as inspiration to generate additional army abilities of your own. Unless otherwise stated, the effects of these special abilities (other than hp damage) end when a battle ends. Note that you count as your own ally for abilities that effect allied armies.

Ability Damage/Drain: This ability functions as bleed.

Alchemy (Alchemist 1): Once per battle, the army can heal itself as if it had the healing potions resource. This doesn't cost BP.

Amphibious: The army can move in or across bodies of water and ignore Defense from water barriers.

Animal Companion (Druid 1, Ranger 4): The army's animal companions increase the army's OM by 1.

Aquatic: The army increases its OM and DV by 1 against armies in the water or on ships. The army decreases its OM by 2 against armies on land (unless the army also has the amphibious special ability, in which case it doesn't have this OM penalty).

Aura of Courage (Paladin 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.

Armor Training (Fighter 3): This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.

Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.

Blindsense: The army reduces its OM and DV penalties by half from darkness, invisibility, and weather.

Blindsight: The army takes no penalties to its OM and DV from darkness, invisibility, or weather.

Bomb (Alchemist 1): This ability functions as the breath weapon ability.

Bravery (Fighter 2): Apply the unit's bravery bonus on Morale checks against fear and routs.

Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.

Brew Potion (Alchemist 1): The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.

Burn: This ability functions as bleed.

Burrow: The army can dig under one fortification (or City Walls) by spending a Ranged or Melee phase moving. In later phases, it ignores that fortification's Defense. During the phase the army uses burrow, it can attack or be attacked only by armies using burrow or earth glide.

Cannibalize: Reduce Consumption by 1 (minimum 0) for any week in which the army wins a battle and is allowed to feed on fallen corpses.

Challenge (Cavalier 1): Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.

Channel Negative Energy (Cleric 1): In the Melee phase, the army deals +1d4 points of damage against a living target army. If the army with this ability is undead, instead of dealing extra damage to an enemy army, it can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.

Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.

Climb: The army treats the Defense of fortifications as 25% lower than normal. This benefit doesn't apply if the fortification can't reasonably be climbed (such as a moat or wall of force).

Combat Style (Ranger 2): Once per battle, increase the army's OM for either ranged attacks or melee attacks by 1 for the rest of the battle.

Construct: The army is immune to disease, fear, paralysis, and poison.

Create Sandstorm: Once per battle, the army can affect the field of battle with the sandstorm battlefield condition. The sandstorm lasts for the rest of the battle.

Create Spawn: If the army destroys a living army of equal or greater size, it may immediately recover a number of hit points equal to twice its ACR or create a new army of its type but two sizes smaller than itself.

Damage Reduction: See the entry for significant defense.

Darkvision: The army takes no OM or DV penalties in dim light or darkness.

Discovery (Alchemist 2): This ability functions as bleed.

Disease: If the army damages an enemy, the enemy becomes diseased and takes a cumulative —1 penalty to its OM and DV each day after the battle. Curing the disease requires a successful Stability check modified by this penalty, and allows the army to reduce this penalty by 1 each day thereafter until the penalty is gone.

Divine Health (Paladin 3): The army is immune to disease.

Earth Glide: The army ignores fortifications made of earth or stone and can burrow under other fortifications as if using the burrow special ability.

Eidolon (Summoner 1): This ability functions as the animal companion ability.

Energy Drain: If the army damages an enemy, it reduces the enemy's OM and DV by 1 for 24 hours.

Evasion (Monk 2, Rogue 2): An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.

Fast Healing: Each Ranged or Melee phase, this army regains a number of hit points equal to half its fast healing value. Outside of battle, each hour the army regains a number of hit points equal to its fast healing value.

Favored Enemy (Ranger 1): The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.

Favored Terrain (Ranger 3): Reduce an enemy's bonuses from advantageous terrain and battlefield advantage by half.

Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army's ACR). Failure means the enemy army is afraid and can't attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.

Ferocity: The army continues to fight even if demoralized or nearly dead. If the army is defeated or routed, it may continue to act for one more Melee phase, and its OM and DV are reduced by 4 for that phase.

Flight: If the army doesn't attack in the Melee phase, it can't be attacked with melee attacks except by an army with flight. The army ignores Defense bonuses from City Walls, but not other fortifications.

Flurry of Blows (Monk 1): In the first Melee phase, increase the army's OM by 1. In the second and subsequent Melee phases, increase it by 2 instead.

Grab: The army's units latch onto their opponents, making it difficult to escape. The target army takes a —2 penalty on Morale checks to resist a rout or use the withdraw tactic.

Hex (Witch 1): When you create an army with this ability, choose either healing or cauldron.

Healing: Once per battle, the army can heal a number of hit points equal to half its ACR.

Cauldron: The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.

Hunter's Bond (Ranger 4): When you create an army with this ability, choose either companions or animal.

Companions: Once per battle, the army may increase its OM or an allied army's OM by 1 for the rest of the battle.

Animal: This ability functions as animal companion.

Immunity: If an army is immune to a particular special ability (such as poison), an enemy army with that ability doesn't gain those benefits against this army. For an army with many immunities, also see significant defense.

Incorporeal: The army takes no damage from nonmagical attacks, and only half damage from magical attacks. It ignores enemy DV bonuses from armor resources. It automatically succeeds at checks to withdraw. It has a mobility advantage in all kinds of terrain.

Inspire Courage (Bard 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.

Invisibility: Any army attacking this army takes a —2 penalty to its OM for that attack. Any army attacked by this army takes a —2 penalty to its DV against its attacks. Armies that can't see invisible creatures can't prevent this army from withdrawing.

Judgment (Inquisitor 1): Once each Ranged or Melee phase, the army may choose to increase its damage by 1, increase its DV by 1, heal a number of hit points equal to half its ACR, or treat its attacks as magic weapons. This ability is suspended for any phase in which the army is unable to attack because of fear, and ends immediately if the army routs.

Ki Pool (Monk 4): The army's attacks count as magic weapons.

Lay on Hands (Paladin 2): This ability functions as channel positive energy.

Light Blindness: The army decreases its OM and RV by 2 in bright light.

Light Sensitivity: The army decreases its OM and RV by 1 in bright light.

Low-Light Vision: The army takes no penalties for dim light.

Mercy (Paladin 3): At the end of a battle, the army can cure a disease on one allied army.

Mindless: The army never fails Morale checks, but must always use standard tactics and strategy.

Mobility: If the units have a form of mobility that gives them an advantage in the battlefield's terrain (such as boggards in a swamp), increase the army's OM by 1 for that battle against armies without such mobility.

Mount (Cavalier 1): The army's mounts increase the army's OM and DV by 1.

Order (Cavalier 1): When using the challenge ability, increase the army's DV by 1 against the challenged army.

Paralysis: Each time the army damages an enemy army, reduce the enemy army's DV by 1.

Petrification: This ability functions as paralysis.

Plant: The army is immune to fear, paralysis, and poison.

Poison Resistance (Alchemist 2): If the army takes poison damage, reduce the damage by half of the unit's poison resistance bonus.

Poison: This ability functions as bleed.

Pounce: The army increases its OM by 1.

Powerful Charge: The army increases its OM by 1.

Rage (Barbarian 1): Once per battle, the commander may order the army to rage. Increase the army's OM by 2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While this is in effect, the army can't use the tactics cautious combat, defensive wall, expert flankers, hold the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using such a tactic or strategy, you immediately switch to the standard tactic or strategy.

Rake: The army increases the damage it deals by 1.

Regeneration: The army regains a number of hit points equal to half its regeneration value each Ranged or Melee phase. When an army with regeneration is reduced to 0 hp, it is defeated only if at least one enemy army survives at the end of that phase to finish off the regenerating creatures. Outside of battle, the army regains a number of hit points equal to half its regeneration value each hour.

Rend: The army increases the damage it deals by 1.

Resistance: See the entry for significant defense.

Rock Catching: The army increases its DV by 1 against ranged attacks. This increases by an additional 1 if the army is attacked with siege weapons or thrown rocks.

Rock Throwing: The army can make ranged attacks. In the Ranged phase, it deals +4 points of damage.

Rogue Talent (Rogue 2): The army gains the bleed ability.

Scent: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Shield Ally (Summoner 4): Increase the army's DV by 1.

Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by 10, but only against armies that can't overcome those defenses. In some cases, the GM might rule that an army is simply undefeatable by an enemy army because of its defenses (though the GM should never pit the PCs against such an army unless the PCs initiate a foolish battle).

Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead.

Sneak Attack (Rogue 1): The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic.

Spell Resistance: The army increases its DV by 6 against armies with the spellcasting ability.

Spellcasting: If an army's units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.

Stunning Fist (Monk 1): This ability functions as paralysis.

Swarm: The army takes half damage from nonmagical attacks, but 1-1/2 times as much damage from magical attacks. It ignores DV bonuses from armor resources. It can't harm an army with the incorporeal or significant defense ability. It automatically succeeds at checks to withdraw.

Tactician (Cavalier 1): The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.

Teleportation: The army ignores the Defense of fortifications. It automatically succeeds at checks to withdraw. Ethereal travel and similar effects also grant this ability. An army with teleportation can travel to any hex on the same day (its speed is irrelevant and not hampered by difficult terrain).

Track (Inquisitor 2, Ranger 1): The army adds its ACR to Morale checks to prevent an army from using the withdraw tactic and to its DV to prevent ambushes. It reduces the damage it deals in fog by one quarter instead of one half.

Trample: The army increases its OM by 1.

Trap Sense (Rogue 3): When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.

Tremorsense: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.

Undead: The army is immune to disease, fear, paralysis, and poison. Its DV increases by 2.

Unnatural Aura: This ability functions as fear, but applies only to animals (including animal mounts).

Vortex: This ability functions as paralysis, but only against targets on or in the water.

Weapon Specialization (Fighter 4): Once per battle, increase the army's OM for either ranged or melee attacks by 2.

Whirlwind: This ability functions as paralysis.

Wild Shape (Druid 4): Once per battle, the army may gain the aquatic, amphibious, climb, darkvision, flight, low-light vision, or scent special abilities, but loses the spellcasting ability while this is in effect. The army can end this ability in any later phase.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #13 于: 2013-08-10, 周六 16:25:59 »
战斗中的玩家角色(Player Characters in Battles)
除了给玩家成为它们军队指挥官的选项之外,DM也可以让玩家的军队与敌军发生冲突之前或之时,和与玩家类似的敌军团体发生冲突。比如你的玩家可能会攻击邪恶的死灵法师,冲入他的法师塔,直面其本人并击败他,而此时玩家的军队正在塔外与不死大军生死相搏。此外若能够获得DM的支持,玩家也能够使用强力的法术(比如死云术、操控水位或者地震术等)来改变战场环境。这些可能的选项能使玩家的角色能直接影响战争的结果,而不用坐失展开冒险的良机、去亲自指挥军队作战。
若玩家在小规模战斗中获胜,或者使用魔法级大地影响了战斗进程,DM可以选择使军队的DV与OM在该场战斗中增加4点,或者在失败的情况下使这些属性降低4点。依照DM的判断,玩家的胜利与失败可能对军队产生其他的影响,比如暂时获得额外的战术,改变一支或多支军队的生命值,也可能是赋予或消去某个特殊能力。

原文
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Player Characters in Battles

In addition to the option of your PCs being commanders in your armies, the GM may have you fight smaller groups of enemies before or even during a battle in which your armies clash with the enemy. For example, your PCs might attack an evil necromancer and fight your way through his tower to confront him directly and defeat him while your army battles the undead horde outside the tower. Alternatively, your PCs could use potent spells (such as cloudkill, control water, or earthquake) to alter battlefield conditions in your favor. These possibilities let you use your characters to directly affect the outcome of a battle without forcing you to sit out on an adventure opportunity by personally commanding an army.

If your PCs win the small-scale combat or dramatically affect the battlefield with magic, the GM could opt to increase your army's DV and OM by +4 for that battle, or penalize your armies by —4 if you lose. At the GM's discretion, your PCs' failure or victory might have other effects on your armies as well, such as temporarily granting an additional tactic, altering the hit points of one or more armies, or granting or negating a special ability.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #14 于: 2013-08-10, 周六 16:26:22 »
集团战斗可选规则(Optional Mass Combat Rules)
后述规则描述的是改变或重分军队的方法,相对于集团战斗规则的其他内容来说较少用到。这些规则是可选规则,DM若认为需要,可以将它们引入游戏中。

联合军队(Combining Armies)
若你有两支相同类型并且规模相等的军队,在战斗之外的任意时刻,你都可以将它们联合成一支军队,这支军队的规模比原先的军队大一阶。
从两名指挥官中选择其一指挥这支联合军。其他指挥官则会被分配至其他军队;否则她的军略不会生效。
按照军队的新规模来判断它的属性。如果两支较小规模的军队具有相同的军略、军备或战术,那么联合军也会拥有;若之前只有一方拥有,则会失去这些军略、军备与战术。新军队的士气等同于之前两支较小军队的士气平均值。若其中一支军队具有某种苦难(比如疾病),那么新军队也会获得它。
确定每支较小军队所拥有的生命值相较于满生命值时的比例。新军队的生命值为这些比例的平均值。比如一支军队的生命值为50%,另一支为100%,那么新军队的生命值为新规模下满生命值的75%。

整编军队(Reforming an Army)
整编会将一支受创的军队变为一支规模较小但是状态良好的军队。军队的生命值规则抽象地代表了受伤、丧失作战能力以及死亡的单位。而对于生命值很低的军队,其有生力量甚至可能比较小规模军队相等,甚至更少。比如大型军队正常情况下有200个单位,但是若这支军队严重受创,可能只剩下100或更少的单位能够战斗——与中型军队数量相同。由于军队的开支是基于其ACR的(而ACR基于其规模),你也许会将军队重整为较小的规模,进而降低军队开支。
在战斗之外的任意时刻,你可以整编一支受创的军队(生命值减半或更低),将其变为一支规模较小但生命值全满的军队。这表示你只选择状态最好的单位继续战斗。受伤的幸存者会被遣散,通常为回家养伤。
按照军队的新规模来判断它的属性。除了那些基于其规模的属性以外(比如ACR以及基于ACR的属性),较小规模的军队会保留原本军队的所有数据与效果(包括战术、军略、军备、指挥官等等)。军队的士气降低1点(如此重整是一种逆境的象徵)。
你能够对一支军队进行整编的次数并没有限制。即使是超巨型的军队也会被削弱,并且可能被整编数次,直至其个体单位的CR过低而无法成军。

后备军(Reserve Army)
本章节中的军队开支都默认为活跃且部署好的军队。你也可以将一支军队转变为后备军、安置在一个定居点内。这会使军队的开支降低至每月(或每个王国回合)支付一次,用于取代原本的每周一次。指挥官每月只需要在后备军中花费3天便可以履行其职责。而缺少指挥官带来的士气减值每月也只会产生一次,而非原本的每周。
你能够编为后备军的军队规模取决于定居点内的可用建筑。瞭望塔能够容纳小型或更小的后备军,兵营能够容纳中型或更小的后备军,城堡能够容纳大型或更小的后备军,而要塞则能够容纳超大型或更小的后备军。巨型以及超巨型的军队无法成为后备军——必须对它们进行部署(不过可以将它无限期地部署在一个你所拥有的地块中)。神殿在驻扎某些特殊的宗教军队(牧师、德鲁伊、审判者或圣武士)时视同为瞭望塔,并且在这种情况下,大教堂被视为兵营。你可以将一支军队进行拆分(见拆分军队),使你能够将其分散至数个建筑内。
若你将军队移出定居点,它会立刻被视为活跃的军队,并且必须如常支付每周的开支。

拆分军队(Splitting an Army)
你能够将一支军队分为较小规模的军队。在战斗之外的任意时刻,你可以将一支军队拆分为两支军队,其中每支规模均会比原先的小一阶。其中一支保留原先军队的指挥官;你必须为另一支军队指派一名指挥官。
按照军队的新规模来判断它的属性。除了那些基于其规模的属性以外(比如ACR以及基于ACR的属性),较小规模的军队会保留原本军队的所有数据与效果(包括战术、军略、军备、指挥官等等)。每支较小军队的士气均会降低1点。
确定原本军队所拥有的生命值相较于满生命值时的比例。每支较小的军队都按照这个比例确定它们新规模的生命值。比如原本较大规模的军队生命为70%(满40HP,当前28),那么每支较小军队的生命值也为其规模满生命值的70%。
你能够对一支军队进行拆分的次数并没有限制。即使是超巨型的军队也会被能够拆分数次,直至其个体单位的CR过低而无法成军。

原文
劇透 -   :
Optional Mass Combat Rules

The following sections describe ways armies can be altered or assigned that come up less frequently than the other rules in the mass combat system. They're optional, and the GM can bring them into the game only if necessary.
Combining Armies

If you have two armies of the same type and of equal size, at any time outside of combat you can combine them into a single army that is one size larger than the original armies.

Choose one of the two commanders to command this combined army. The other commander may be assigned to a different army; otherwise, her boons are lost.

Calculate the new army's statistics based on its new size. If both smaller armies had a boon, resource, or tactic, the new army has it as well; otherwise the boon, resource, or tactic is lost. The new army's Morale is equal to the average of the Morale of the two smaller armies. If one army has an affliction (such as a disease), the new army now has it.

Determine what percentage of its full normal hit points each smaller army had. The new army's hit points is the average of these percentages. For example, if one army is at 50% and the other is at 100%, the new army is at 75% of the full hit points for its size.
Reforming an Army

Reformation converts a wounded army into a smaller, healthy army. The army hit point rules are abstract and represent wounded units, incapacitated units, and dead units. For an army with a very low hit point total, the number of active units in the army can even be equal to or fewer than those of an army of a smaller size. For example, a Large army normally has 200 units, but if that army is very wounded, it could have only 100 or fewer units able to fight—the same number as a Medium army. Because an army's Consumption is based on its ACR (which is based on its size), you might be able to reduce your Consumption costs if you reform an army into a smaller size.

At any time outside of combat, you can reform a wounded army (at half hit points or fewer) into an army one size smaller with full hit points. This act represents you choosing only the healthiest units to continue fighting. The wounded survivors disperse, typically heading home to recuperate.

Calculate the smaller army's statistics based on its new size. The smaller army retains all of the larger army's statistics and effects (including tactics, boons, resources, commander, and so on) except those based on its size (such as ACR and statistics based on ACR). The army reduces its Morale by 1 (as reforming is a blunt indication of misfortune).

There is no limit to how many times you can reform an army. Even a Colossal army can be whittled away and reformed several times until the CR of its individual units is too small to actually count as an army.
Reserve Army

The costs in this section assume an active, deployed army. You may instead convert an army into a reserve army, placing it in a settlement. This reduces the Consumption cost for the army to once per month (or kingdom turn) instead of once per week. A commander has to spend only 3 days per month with a reserve army to remain active with it. The Morale penalty for an absent commander happens every month instead of every week.

The size of an army you can put in reserve depends on the buildings you have available in the settlement. A Watchtower can hold a Small or smaller reserve army, a Barracks can hold Medium or smaller, a Castle can hold Large or smaller, and a Garrison Huge or smaller. A Gargantuan or Colossal army can't be put in reserve—it must remain deployed (though it can be indefinitely deployed in one of your own hexes). A Temple counts as a Watchtower for the purpose of holding special religious troops (clerics, druids, inquisitors, or paladins), and a Cathedral counts as a Barracks in those cases. You may split an army (see Splitting an Army) to allow you to divide its units among several buildings.

If you move the army outside the settlement, it immediately counts as an active army and the costs must be paid per week as normal.
Splitting an Army

You can divide an army into smaller armies. At any time outside of combat, you may split an army into two armies that are each one size category smaller. One of these armies retains the larger army's commander; you must assign a commander to the other army.

Calculate each smaller army's statistics based on its new size. The smaller armies retain all of the larger army's statistics and effects (including tactics, boons, resources, commander, and so on) except those based on size (such as ACR and statistics based on ACR). Each smaller army reduces its Morale by 1.

Determine what percentage of its full normal hit points the larger army had. Each smaller army has this proportion of hit points for its new size. For example, if the large army was at 70% (28 hp out of 40), each smaller army is at 70% of the full hit points for its size.

There is no limit to how many times you can split an army. Even a Colossal army can split several times until the CR of its individual units is too small to actually count as an army.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #15 于: 2013-08-10, 周六 16:27:01 »
范例军队(Sample Armies)
本部分会详细列出各种类人或者怪物结成的范例军队。DM能够允许玩家征召其中部分军队,或者保留其中大多数作为集团战斗中的普通敌人。其中所有军队均未标注起始士气,这是由于士气的起始数值为0,并受指挥官调整。
大多数范例军队的规模为中型,并且为玩家或DM标注出典型的该类军队所具有的战术、军备以及特殊能力,不过仍旧很容易将军队的规模增大或减小。若军队具有军备,开支处列出部分也包含与军队规模相应的军备开销;若你要改变军队的规模,请记得扣除原有规模的军队开支,将军备开销调整为新规模的开销,再将结果加至军队的基本开支上。若开支处列出任何列装给军队的额外军备价格,这些军备的开销也会以相同方式调整值相应的规模。
怪物军队中列出的特殊能力近似于典型的怪物单位所具有的特殊能力。比如单个战蜥人的恶臭能够使敌人反胃,但是军队特殊能力中并未标明此能力,那么战蜥人军队可以获得麻痹作为替代品,因为这两者具有类似的效果。同理,星界神使军队会具有炼金术能力,因为这与单个星界神使所具有的每日一次医疗术能力类似并且也较为合理;虽然这支部队实际上并未携带炼金工具。
若一种特殊能力提供恒定的加值(比如强力冲锋或猛扑提供的加值),那么该加值会自动包含至军队的基本属性中。若加值有先决条件(比如接石带来的DV加值或者投石带来的伤害加值),则需要在满足条件时对该加值的来源进行说明。
有些军队具有一些自定义的加值算入它们的DV或OM。这代表了军队特殊的防御力(比如伤害减免)以及对抗单个单位时的超高输出,这应该使用更为强而有力的方式影响敌军,而非标准的怪物转化为军队的规则所能表达的。判定少量强大怪物所结成军队的数据更倾向于一种艺术创作,而非数据推导。

军队(超巨型)    XP 6400
N 超巨型人类军队(战士 2)
HP 49;ACR 9
DV 19;OM +9
特殊 英勇+1
速度 1;开支 4
军队(巨型)    XP 3200
N 巨型人类军队(战士 2)
HP 38;ACR 7
DV 17;OM +7
特殊 英勇+1
速度 1;开支 3

军队(超大型)    XP 1600
N 超大型人类军队(战士 2)
HP 27;ACR 5
DV 15;OM +5
特殊 英勇+1
速度 1;开支 2

军队(大型)    XP 800
N 大型人类军队(战士 2)
HP 16;ACR 3
DV 13;OM +3
特殊 英勇+1
速度 1;开支 1

军队(中型)    XP 400
N 中型人类军队(战士 2)
HP 5;ACR 1
DV 11;OM +1
特殊 英勇+1
速度 1;开支 1

沼蜍人军队    XP 600
CE 中型沼蜍人军队
HP 9;ACR 2
DV 12;OM +2
特殊 黑暗视觉,昏暗视觉,机动力(沼泽)
速度 1(速度不受沼泽影响);开支 1

人马军队    XP 800
N 中型人马军队
HP 16;ACR 3
DV 13;OM +3,远程
战术 骑兵突袭
特殊 总是视同拥有坐骑军备,黑暗视觉
速度 2;开支 1

矮人防卫者    XP 400
LN 中型矮人军队(战士 2)
HP 5;ACR 1
DV 11;OM +1
战术 稳固阵型
特殊 英勇+1,黑暗视觉
速度 1;开支 1

灰矮人军队    XP 400
LE  中型灰矮人军队(武者 3)
HP 5;ACR 1
DV 11;OM +2,远程
特殊 黑暗视觉,免疫麻痹与毒素,强光敏感
速度 1;开支 1
备注 由于类法术能力OM+1

卓尔军队    XP 400
CE 中型卓尔军队(武者 3)
HP 3;ACR 1
DV 11;OM +3,远程
战术 诡术战法,诈败,射手支援,干扰施法
特殊 黑暗视觉,强光敏感,毒素,法术抗力
速度 2;开支 1
备注 由于类法术能力OM+2

精英突击队    XP 800
N 中型人类军队(战士 4)
HP 16;ACR 3
DV 13;OM +3,远程
战术 围歼,破坏攻城设施
军备 治疗药剂,精制护甲,精制武器,远程武器
特殊 盔甲训练,英勇+1,武器专精
速度 2;开支 1(军备开销20BP)

精英骑兵团    XP 600
N 中型人类军队(战士 3)
HP 11;ACR 2
DV 15;OM +5
军备 精制护甲,精制武器,坐骑
速度 1;开支 4(军备开销9BP)

精灵护卫队    XP 400
N 中型精灵军队(游侠 2)
HP 5;ACR 1
DV 11;OM +1
战术 射手支援
特殊 战斗流派,宿敌(兽人),追踪
速度 1;开支 1

食尸鬼军队    XP 400
CE 中型食尸鬼军队
HP 4;ACR 1
DV 11;OM +1
特殊 食尸,黑暗视觉,疾病,麻痹,不死
速度 2;开支 1

豺狼人军队    XP 400
CE 中型豺狼人军队
HP 4;ACR 1
DV 11;OM +1
特殊 黑暗视觉
速度 2;开支 1

侏儒追踪队    XP 400
N 中型侏儒军队(战士 2)
HP 5;ACR 1
DV 11;OM +2
战术 嘲讽
特殊 英勇+1
速度 1;开支 1
备注 由于类法术能力OM+1

地精军队    XP 200
CE 中型地精军队(武者 2)
HP 2;ACR 1/2
DV 10;OM +0,远程
特殊 黑暗视觉
速度 1;开支 1

地精部落    XP 800
CE 超大型地精军队(武者 1)
HP 16;ACR 3
DV 13;OM +3,远程
特殊 黑暗视觉
速度 1;开支 1

半兽人狂战团    XP 400
CN 中型半兽人军队(野蛮人 2)
HP 6;ACR 1
DV 11;OM +1
战术 残虐攻袭
特殊 狂暴
速度 2;开支 1

半身人侦察队    XP 400
LN 中型半身人军队(盗贼 2)
HP 4;ACR 1
DV 11;OM +1
战术 撤退
特殊 反射闪避,盗贼天赋(流血),偷袭
速度 1;开支 1

大地精军队    XP 400
LE 中型大地精军队(战士 2)
HP 5;ACR 1
DV 12;OM +2,远程
战术 破坏攻城设施
军备 精制护甲,精制武器,远程武器
特殊 盔甲训练,英勇+1,黑暗视觉
速度 2;开支 2(军备开销8BP)

狗头人军队    XP 600
LE 超大型狗头人军队(武者 1)
HP 11;ACR 2
DV 12;OM +2
战术 诡术战法
特殊 黑暗视觉,强光敏感
速度 2;开支 1

蜥蜴人军队    XP 400
N 中型蜥蜴人军队
HP 4;ACR 1
DV 11;OM +1,远程
特殊 两栖,水栖,食尸
速度 2;开支 1

民兵组织(超巨型)    XP 3200
N 超巨型人类军队(武者 1)
HP 38;ACR 7
DV 17;OM +7
速度 2;开支 3

民兵组织(巨型)    XP 1600
N 巨型人类军队(武者 1)
HP 27;ACR 5
DV 15;OM +5
速度 2;开支 2

民兵组织(超大型)    XP 800
N 超大型人类军队(武者 1)
HP 16;ACR 3
DV 13;OM +3
速度 2;开支 1

民兵组织(大型)    XP 400
N 大型人类军队(武者 1)
HP 5;ACR 1
DV 11;OM +1
速度 2;开支 1

兽人军队    XP 600
CE 中型兽人军队(战士 3)
HP 11;ACR 2
DV 13;OM +2,远程
军备 精制护甲
特殊 盔甲训练,英勇+1,食尸,凶猛,强光敏感
速度 2;开支 2(军备开销3BP)

兽人部落    XP 400
CE 中型兽人军队(武者 3)
HP 5;ACR 1
DV 11;OM +1,远程
特殊 食尸,凶猛,强光敏感
速度 2;开支 1

骷髅群集(超巨型)    XP 3200
NE 超巨型人类骷髅军队
HP 31;ACR 7
DV 19;OM +7
特殊 黑暗视觉,无心智,不死
速度 2;开支 3

骷髅群集(巨型)    XP 1600
NE 巨型人类骷髅军队
HP 22;ACR 5
DV 17;OM +5
特殊 黑暗视觉,无心智,不死
速度 2;开支 2

骷髅群集(超大型)    XP 800
NE 超大型人类骷髅军队
HP 13;ACR 3
DV 15;OM +3
特殊 黑暗视觉,无心智,不死
速度 2;开支 1

骷髅群集(大型)    XP 400
NE 大型人类骷髅军队
HP 4;ACR 1
DV 13;OM +1
特殊 黑暗视觉,无心智,不死
速度 2;开支 1

骷髅群集(中型)    XP 135
NE 中型人类骷髅军队
HP 1;ACR 1/3
DV 12;OM +0
特殊 黑暗视觉,无心智,不死
速度 2;开支 1

地底侏儒军队    XP 400
N 中型地底侏儒军队(游侠 1)
HP 5;ACR 1
DV 13;OM +2,远程
特殊 黑暗视觉,宿敌(矮人),昏暗视觉,施法,法术抗力,追踪
速度 1;开支 1

泰拉斯奎兽    XP 102400
N 超微型泰拉斯奎兽军队
HP 93;ACR 17
DV 27;OM +21,远程
战术 稳固阵型,残虐攻袭,破坏攻城设施,干扰施法,撤退
特殊 食尸;恐惧;攫抓;免疫属性伤害,流血,疾病,能量吸取,恐惧
麻痹,石化以及毒素;昏暗视觉;再生40;灵敏嗅觉;强效防御;法术抗力
速度 2;开支 8
备注 由于恐惧以及怪物特殊能力OM+4

天狗军队    XP 600
N 中型天狗军队(盗贼 3)
HP 9;ACR 2
DV 12;OM +2,远程
战术 围歼
特殊 反射闪避,昏暗视觉,盗贼天赋(流血),偷袭
速度 2;开支 1

战蜥人军队    XP 400
CE 中型战蜥人军队
HP 4;ACR 1
DV 11;OM +1,远程
特殊 黑暗视觉,麻痹
速度 2;开支 1

座狼军队    XP 600
NE 中型座狼军队
HP 11;ACR 2
DV 12;OM +2
特殊 黑暗视觉,昏暗视觉,灵敏嗅觉,拌摔
速度 3;开支 1

雪人群    XP 1200
N 中型雪人军队
HP 22;ACR 4
DV 14;OM +4
特殊 燃烧,攀爬,黑暗视觉
速度 2;开支 2

丧尸群集(超巨型)    XP 4800
NE 超巨型人类丧尸军队
HP 36;ACR 8
DV 20;OM +8
特殊 黑暗视觉,无心智,不死
速度 1;开支 4

丧尸群集(巨型)    XP 2400
NE 巨型人类丧尸军队
HP 27;ACR 6
DV 18;OM +6
特殊 黑暗视觉,无心智,不死
速度 1;开支 3

丧尸群集(超大型)    XP 1200
NE 超大型人类丧尸军队
HP 18;ACR 4
DV 16;OM +4
特殊 黑暗视觉,无心智,不死
速度 1;开支 2

丧尸群集(大型)    XP 600
NE 大型人类丧尸军队
HP 9;ACR 2
DV 14;OM +2
特殊 黑暗视觉,无心智,不死
速度 1;开支 1

丧尸群集(中型)    XP 200
NE 中型人类丧尸军队
HP 2;ACR 1/2
DV 12;OM +0
特殊 黑暗视觉,无心智,不死
速度 1;开支 1

原文
劇透 -   :
Sample Armies

This section details sample armies of various humanoid and monster types. The GM can allow players to recruit some of these armies, or might reserve most of them as unusual foes for mass battles. None of these armies has a starting Morale listed, because starting Morale starts at 0, modified by the commander.

Most of these armies are Medium, showing a player or GM what tactics, resources, and special abilities a typical army of that type has, yet still keeping it easy to scale the army to a larger or smaller size. If an army has a resource, the listed Consumption is for an army of the listed size; if you change the size of the army, remember to subtract the Consumption cost for its original size, scale that cost to the new size, then add the scaled cost to the army's base Consumption cost. If the army lists an additional cost for recruiting the army, this recruitment cost scales in the same way.

The special abilities listed for monster armies are approximations to model the unit monster's special abilities. For example, an individual troglodyte's stench nauseates opponents, but there is no army special ability that does that, so the troglodyte army has paralysis instead, which has a comparable effect. Likewise, the astral deva army has the alchemy ability, which is a reasonable approximation of an individual astral deva's ability to use heal once per day; the one-unit army doesn't actually carry alchemist extracts.

If a special ability provides a constant bonus (such as the bonus from charge or pounce), that bonus is automatically included in the army's stat block. If the bonus is conditional (like the DV bonus from rock catching or the ranged damage bonus from rock throwing), you need to account for that bonus when the conditions are right.

Some armies have custom bonuses built into their DV or OM. This represents the unit's special defenses (such as damage reduction) and high damage output against single targets, which should affect an opposing army in a greater way than the standard monster-to-army conversion rules would indicate. Determining army stat block values for small numbers of powerful monsters is more of an art than a science.

Army (Colossal)XP 6,400

N Colossal army of humans (fighter 2)

hp 49; ACR 9

DV 19; OM +9

Special bravery +1

Speed 1; Consumption 4

Army (Gargantuan)XP 3,200

N Gargantuan army of humans (fighter 2)

hp 38; ACR 7

DV 17; OM +7

Special bravery +1

Speed 1; Consumption 3

Army (Huge)XP 1,600

N Huge army of humans (fighter 2)

hp 27; ACR 5

DV 15; OM +5

Special bravery +1

Speed 1; Consumption 2

Army (Large)XP 800

N Large army of humans (fighter 2)

hp 16; ACR 3

DV 13; OM +3

Special bravery +1

Speed 1; Consumption 1

Army (Medium)XP 400

N Medium army of humans (fighter 2)

hp 5; ACR 1

DV 11; OM +1

Special bravery +1

Speed 1; Consumption 1

Boggard ArmyXP 600

CE Medium army of boggards

hp 9; ACR 2

DV 12; OM +2

Special darkvision, low-light vision, mobility advantage (swamps)

Speed 1 (speed unaffected by swamps); Consumption 1

Centaur ArmyXP 800

N Medium army of centaurs

hp 16; ACR 3

DV 13; OM +3, ranged

Tactics cavalry experts

Special always treated as if they have the mounts resource, darkvision

Speed 2; Consumption 1

Dwarven DefendersXP 400

LN Medium army of dwarves (fighter 2)

hp 5; ACR 1

DV 11; OM +1

Tactics defensive wall

Special bravery +1, darkvision

Speed 1; Consumption 1

Duergar ArmyXP 400

LE Medium army of duergar (warrior 3)

hp 5; ACR 1

DV 11; OM +2, ranged

Special darkvision, immune to paralysis and poison, light sensitivity

Speed 1; Consumption 1

Note +1 OM due to spell-like abilities

Drow ArmyXP 400

CE Medium army of drow (warrior 3)

hp 3; ACR 1

DV 11; OM +3, ranged

Tactics dirty fighters, false retreat, sniper support, spellbreaker

Special darkvision, light sensitivity, poison, spell resistance

Speed 2; Consumption 1

Note +2 OM due to spell-like abilities

Elite Army CommandosXP 800

N Medium army of humans (fighter 4)

hp 16; ACR 3

DV 13; OM +3, ranged

Tactics expert flankers, siegebreaker

Resources healing potions, improved armor, improved weapons, ranged weapons

Special armor training, bravery +1, weapon specialization

Speed 2; Consumption 1 (recruitment cost 20 BP)

Elite Mounted KnightsXP 600

N Medium army of humans (fighter 3)

hp 11; ACR 2

DV 15; OM +5

Resources improved armor, improved weapons, mounts

Speed 1; Consumption 4 (recruitment cost 9 BP)

Elven WardensXP 400

N Medium army of elves (ranger 2)

hp 5; ACR 1

DV 11; OM +1

Tactics sniper support

Special combat style, favored enemy (orc), track

Speed 1; Consumption 1

Ghoul ArmyXP 400

CE Medium army of ghouls

hp 4; ACR 1

DV 11; OM +1

Special cannibalize, darkvision, disease, paralysis, undead

Speed 2; Consumption 1

Gnoll ArmyXP 400

CE Medium army of gnolls

hp 4; ACR 1

DV 11; OM +1

Special darkvision

Speed 2; Consumption 1

Gnome StalkersXP 400

N Medium army of gnomes (fighter 2)

hp 5; ACR 1

DV 11; OM +2

Tactics taunt

Special bravery +1

Speed 1; Consumption 1

Note +1 OM due to spell-like abilities

Goblin ArmyXP 200

CE Medium army of goblins (warrior 2)

hp 2; ACR 1/2

DV 10; OM +0, ranged

Special darkvision

Speed 1; Consumption 1

Goblin HordeXP 800

CE Huge army of goblins (warrior 1)

hp 16; ACR 3

DV 13; OM +3, ranged

Special darkvision

Speed 1; Consumption 1

Half-Orc BerserkersXP 400

CN Medium army of half-orcs (barbarian 2)

hp 6; ACR 1

DV 11; OM +1

Tactics relentless brutality

Special rage

Speed 2; Consumption 1

Halfling ScoutsXP 400

LN Medium army of halflings (rogue 2)

hp 4; ACR 1

DV 11; OM +1

Tactics withdraw

Special evasion, rogue talent (bleed), sneak attack

Speed 1; Consumption 1

Hobgoblin ArmyXP 400

LE Medium army of hobgoblins (fighter 2)

hp 5; ACR 1

DV 12; OM +2, ranged

Tactics siegebreaker

Resources improved armor, improved weapons, ranged weapons

Special armor training, bravery +1, darkvision

Speed 2; Consumption 2 (recruitment cost 8 BP)

Kobold ArmyXP 600

LE Huge army of kobolds (warrior 1)

hp 11; ACR 2

DV 12; OM +2

Tactics dirty fighters

Special darkvision, light sensitivity

Speed 2; Consumption 1

Lizardfolk ArmyXP 400

N Medium army of lizardfolk

hp 4; ACR 1

DV 11; OM +1, ranged

Special amphibious, aquatic, cannibalize

Speed 2; Consumption 1

Militia (Colossal)XP 3,200

N Colossal army of humans (warrior 1)

hp 38; ACR 7

DV 17; OM +7

Speed 2; Consumption 3

Militia (Gargantuan)XP 1,600

N Gargantuan army of humans (warrior 1)

hp 27; ACR 5
DV 15; OM +5

Speed 2; Consumption 2

Militia (Huge)XP 800

N Huge army of humans (warrior 1)

hp 16; ACR 3

DV 13; OM +3

Speed 2; Consumption 1

Militia (Large)XP 400

N Large army of humans (warrior 1)

hp 5; ACR 1

DV 11; OM +1

Speed 2; Consumption 1

Orc ArmyXP 600

CE Medium army of orcs (fighter 3)

hp 11; ACR 2

DV 13; OM +2, ranged

Resources improved armor

Special armor training, bravery +1, cannibalize, ferocity, light sensitivity

Speed 2; Consumption 2 (recruitment cost 3 BP)

Orc HordeXP 400

CE Medium army of orcs (warrior 3)

hp 5; ACR 1

DV 11; OM +1, ranged

Special cannibalize, ferocity, light sensitivity

Speed 2; Consumption 1

Skeleton Horde (Colossal)XP 3,200

NE Colossal army of human skeletons

hp 31; ACR 7

DV 19; OM +7

Special darkvision, mindless, undead

Speed 2; Consumption 3

Skeleton Horde (Gargantuan)XP 1,600

NE Gargantuan army of human skeletons

hp 22; ACR 5

DV 17; OM +5

Special darkvision, mindless, undead

Speed 2; Consumption 2

Skeleton Horde (Huge)XP 800

NE Huge army of human skeletons

hp 13; ACR 3

DV 15; OM +3

Special darkvision, mindless, undead

Speed 2; Consumption 1

Skeleton Horde (Large)XP 400

NE Large army of human skeletons

hp 4; ACR 1

DV 13; OM +1

Special darkvision, mindless, undead

Speed 2; Consumption 1

Skeleton Horde (Medium)XP 135

NE Medium army of human skeletons

hp 1; ACR 1/3

DV 12; OM +0

Special darkvision, mindless, undead

Speed 2; Consumption 1

Svirfneblin ArmyXP 400

N Medium army of svirfneblin (ranger 1)

hp 5; ACR 1

DV 13; OM +2, ranged

Special darkvision, favored enemy (dwarf), low-light vision, spellcasting, spell resistance, track

Speed 1; Consumption 1

TarrasqueXP 102,400

N Fine army of one tarrasque

hp 93; ACR 17

DV 27; OM +21, ranged

Tactics defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw

Special cannibalize; fear; grab; immune to ability damage, bleed, disease, energy drain, fear, paralysis, petrification, and poison; low-light vision; regeneration 40; scent; significant defense; spell resistance

Speed 2; Consumption 8

Note +4 OM due to feats and monster special abilities

Tengu ArmyXP 600

N Medium army of tengus (rogue 3)

hp 9; ACR 2

DV 12; OM +2, ranged

Tactics expert flankers

Special evasion, low-light vision, rogue talent (bleed), sneak attack

Speed 2; Consumption 1

Troglodyte ArmyXP 400

CE Medium army of troglodytes

hp 4; ACR 1

DV 11; OM +1, ranged

Special darkvision, paralysis

Speed 2; Consumption 1

Worg ArmyXP 600

NE Medium army of worgs

hp 11; ACR 2

DV 12; OM +2

Special darkvision, low-light vision, scent, trip

Speed 3; Consumption 1

YETI PACKXP 1,200

N Medium army of yetis

hp 22; ACR 4

DV 14; OM +4

Special burn, climb, darkvision, fear, scent

Speed 2; Consumption 2

Zombie Horde (Colossal)XP 4,800

NE Colossal army of human zombies

hp 36; ACR 8

DV 20; OM +8

Special darkvision, mindless, undead

Speed 1; Consumption 4

Zombie Horde (Gargantuan)XP 2,400

NE Gargantuan army of human zombies

hp 27; ACR 6

DV 18; OM +6

Special darkvision, mindless, undead

Speed 1; Consumption 3

Zombie Horde (Huge)XP 1,200

NE Huge army of human zombies

hp 18; ACR 4

DV 16; OM +4

Special darkvision, mindless, undead

Speed 1; Consumption 2

Zombie Horde (Large)XP 600

NE Large army of human zombies

hp 9; ACR 2

DV 14; OM +2

Special darkvision, mindless, undead

Speed 1; Consumption 1

Zombie Horde (Medium)XP 200

NE Medium army of human zombies

hp 2; ACR 1/2

DV 12; OM +0

Special darkvision, mindless, undead

Speed 1; Consumption 1
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #16 于: 2013-08-10, 周六 16:27:18 »
集团战斗快速查询(Mass Combat Quick Reference)
在集团战斗中,军队被视为单独的生物。你可以将一支精灵军队作为一个生物,而另一支兽人军队作为另一个生物,并且两者之间的一次交锋只是各进行一次检定,上述这些内容取代了精灵与兽人之战中各做100个攻击检定的繁杂步骤。而同时进行战斗检定,取代了军队在一回合内轮流行动。小型军队的单位较少,大型军队人数众多,单位的数量直接关系着军队的威慑力。
每支军队都有一名指挥官,通常为经验丰富的士兵,他会直接指挥军队。你也可以自己直接领导一支军队,自身成为指挥官,并按照你的王国领袖职务给军队提供加值。
军队能够习得不同的战术,比如使用预设的弓箭手、形成防御阵型或者使用肮脏的手段。军队能够使用策略进行鲁莽而激烈的进攻(类似于生物使用猛力攻击专长)或者谨慎地进行防守(类似于使用寓守于攻)。军队的指挥官要决定在战斗中使用的战术以及策略。
战场的环境会影响战斗的过程与结果。比如泥泞的地形会使得进军速度减半,但是对飞行军队没有影响;夜战会妨碍人类,却对兽人军队没有影响。
处理战斗分为3个阶段,指挥官决定军队战术、军队进行远程攻击(如果有)、以及军队进行白刃战。它们会一直战斗至某一方溃逃或被摧毁为止。
下面列举的是当你在使用集团战斗规则时需要进行的关键检定:

进攻检定(Offense Check):d20 + 进攻调整值(OM)

伤害检定(Damage Dealt):进攻检定结果 - 防守军队的防御值(DV)

士气检定(Morale Check):d20 + 指挥官的调整值 + 军队的士气

并未拥有王国的场合(Beyond the Kingdom)
集团战斗规则经常会与构筑王国规则相关,比如忠诚检定与王国的管控DC。如果你并未拥有王国,则可以使用意志豁免替代忠诚检定,并用与队伍平均等级相同CR的怪物的主要能力DC替代管控DC(见怪物手册291页)。比如队伍平均等级为12,那么意志豁免DC为21。使用1个月的时间来取代王国回合或者王国阶段。将BP的开销乘以500gp,用于取代BP。

处理集团战斗(Running Mass Combats)
由于军队的力量体现为ACR这个属性,DM能够使用处理CR的方式来均衡双方军队的实力。比如两支ACR为9的军队应该会进行一场势均力敌的战斗,因此一支ACR为9的军队对抗三支ACR为6的军队时也大致相同。这只适用于典型的人类军队,具有强大能力的怪物可能会更加难以战胜。

招募军队(Recruiting Armies)
如果你是一个王国的领袖,那么这已经使你有足够的能力去从臣民中征募军队了。若你并非王国的领袖,DM可以判定你需要实现某种游戏中的成就,来获得组建一支军队所需的声望与敬意。
要招募一支怪物军队通常需要特殊的任务或冒险;你不能因为发现有一个地精部落生活在你的王国里,就轻松地招募到一支地精军队为你服务。
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #17 于: 2013-08-10, 周六 16:43:53 »
哦,因为原书并没有提供太多的范例地图
所以推荐那些找不到六边形地图的DM们去下载韦诺之战
百度一下你就知道(本身也是好游戏)
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #18 于: 2013-08-10, 周六 16:53:00 »
* 幸福的米分 前来赞美奈奈子
就算是在虚拟世界,我的感情也是真实的。。。

特尔米诺世界

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #19 于: 2013-08-10, 周六 17:03:01 »
* 背叛者之殇 撒花,奈奈子板載!