作者 主题: 【UCa】集团战斗(Mass Combat)  (阅读 18437 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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【UCa】集团战斗(Mass Combat)
« 于: 2013-08-10, 周六 16:20:05 »
译者写在前面想说的话
劇透 -   :
第四章王国与战争翻译完毕,总体来说规则上会有些许繁琐的地方,而且在战斗部分并未描述如何征募军队。我想大概是规则制作人并不希望这完全变成一个死板的SLG游戏(说真的那还不如去玩正经的电脑游戏),很多内容都需要DM填充,PC与DM进行协商并创造完成。另外战斗规则据用过的人说,在军队规模等级较低的情况下,采用玩命提高OM的方式会导致收益过高,可能会引起一些问题。所以请使用这部分规则的同学们按照自己的想法进行协调,一切规则都是为了团服务,首先大家团得高兴才是第一的。enjoy

集团战斗(Mass Combat)
或早或晚,即便是最向往和平的国家也会发现自身正面临着战争的威胁。尽管某些国家与你的王国发生争议时可能会趋向于相互妥协,但是总会有不适合进行谈判,甚至是用无止境的侵略来回应绥靖政策提议的国家。当外交手段失败之时,钢铁的交锋便紧随其后。
本章节包含的规则包括当你作为王国领袖时建立军队,为他们指派指挥官,并让他们为陆战、水战甚至空战做好准备。这些规则包括为常规军队进行武装以及进行维持、利用玩家作为集团战斗的组成部分、将怪物集团转化为军事力量、在战场之外处理战争的结果。
本规则提供一种抽象的、记叙性质的集团战斗系统,它会让你快速进行一场复杂的战斗,而不会深陷于过多的细节之中,此外仍旧能够在一定程度上再现策略、战术以及战场的真实度。本规则并不打算准确地描述复杂的战斗、提供高程度的战术模拟或者策略游戏的精确模型。相反地,本规则只是打算将战争引入至战役,并且仍旧将注意力放在传统并且小规模的冒险与扮演中。

概述(Overview)
后述内容为您可能为集团战斗规则中经常需要参考的关键部分:

  • 军队属性的解释以及本章节中的名词解释。
  • 一步步说明两军之间的战斗阶段。
  • 场地以及类似因素对战场的修正。
  • 军队能够习得的不同战术。
  • 当一支军队胜利、失败或逃跑时,战斗结束后会发生什么。
  • 如何使用特殊的指挥官或者王国领袖来修正军队属性。
  • 用于强化军队的军备。
  • 非常规军队的特殊能力,比如施法与毒素。
  • 范例军队。

目录

军队属性(Army Statistics)
战斗阶段(Battle Phases)
攻击与承受伤害(Attacking and Taking Damage)
战场环境(Battlefield Conditions)
战术(Army Tactics)
策略(Strategy Track)
溃逃(Rout)
胜利、溃逃或战败(Victory, Rout, or Defeat)
复原(Recovery)
指挥官(Commanders)
军备(Army Resources)
特殊能力(Special Abilities)
战斗中的玩家角色(Player Characters in Battles)
集团战斗可选规则(Optional Mass Combat Rules)
范例军队(Sample Armies)
边栏(Sidebar)


原文
劇透 -   :
Mass Combat

Sooner or later, even the most peaceable kingdom will find itself faced with the prospect of war. While some kingdoms at odds with your own might be willing to compromise, others are not amenable to negotiation, or respond to overtures of appeasement with ever-increasing aggression. When diplomacy fails, the clash of steel is close behind.

This section contains rules for you as a kingdom leader to create armies, assign their commanders, and prepare them for battle on land, at sea, or in the skies. This includes rules for equipping and maintaining conventional armies, utilizing PCs as part of mass combat, converting groups of monsters into military forces, and going beyond the battlefield to deal with the aftermath of combat.

These rules provide an abstract, narrative mass combat system that will let you rapidly play out a complex battle scenario without getting bogged down in excessive detail, while still retaining fidelity to strategy, tactics, and the realities of the battlefield. These rules are not intended to accurately represent complex wars, provide a highly tactical simulation, or accurately model a tactical warfare miniatures game. Instead, they are intended to incorporate warfare into a campaign while still staying primarily focused on traditional, small-scale adventuring and roleplaying.
Overview

The key parts of the mass combat rules that you'll reference often are:

    Explanations of the army stat block and terminology used throughout this section.
    Step-by-step instructions on how to run the battle phases of a combat between armies.
    Battlefield modifiers for terrain and similar factors.
    Different tactics that armies can learn.
    What happens at the end of a battle, once an army wins, loses, or flees.
    How to use special commanders or kingdom leaders to modify army statistics.
    Resources to upgrade and improve armies.
    Special abilities for unusual armies, such as spellcasting or poison.
    A list of sample armies.
« 上次编辑: 2013-08-10, 周六 16:30:24 由 四月 »
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #1 于: 2013-08-10, 周六 16:20:43 »
军队属性(Army Statistics)
每只军队的描述都会按照后述格式进行介绍。

名称(Name):此处为军队的名称。这可能是佣兵团的名称,比如“索克的血之狂怒者”。正规的军队番号,比如“第七皇家骑兵团”或者诸如“红石民兵团”的非正式的名称。

经验(XP):此处为玩家击败军队后获取的经验,它等同于遭遇给予玩家的经验,遭遇CR等同于军队的ACR(见后文)。

阵营(Alignment):军队的阵营对其属性没有影响,它只是一种用来便于阐述军队对阵营两轴的态度。它通常与该军队中标准单位的阵营相同。

规模(size):军队的规模并非仅仅用于确立军队中存在的个体数量,还与军队的ACR相关。

军队规模
军队规模        个体数量        ACR
  超微型     1个体生物的CR-8
   微型    10个体生物的CR-6
  超小型    25个体生物的CR-4
   小型    50个体生物的CR-2
   中型   100个体生物的CR
   大型   200个体生物的CR+2
  超大型   500个体生物的CR+4
   巨型  1000个体生物的CR+6
  超巨型  2000个体生物的CR+8

类型(Type):此处会列出军队的个体单位的性质,比如“兽人(武者 1)”或者“巨魔”。这些规则默认军队中的所有单位的本质完全相同;若100名兽人武者 1(代表1级武者)组成的军队实际上包含着几名半兽人武者或者兽人野蛮人,那么他们对军队的属性并不会有实质上的影响。如果一只军队中含有大量的单位,这些单位与该军队中的标准单位具有差异,并且这些差异足够改变该军队的属性的话,那么通常会将这支军队分开,变为两支具有不同的独立属性的军队为最好的选择。

生命值(hp):军队的生命值等同于它的ACR x 军队中的单位1个生命骰(HD)的平均生命值(d6HD为3.5,d8HD为4.5,d10HD为5.5,d12HD为6.5)。比如,武者具有d10HD,因此ACR为1的武者军队拥有5.5 x 1 = 5.5HP,向下取整为5点生命值。请注意,只有来自其他军队的伤害能够降低军队的生命值;非军队对军队的攻击大多都没有效果,如果你实在想得出攻击的结果,那么请将攻击者视为超微型军队。如同标准游戏中的效果那样影响生命值,降低生命值伤害或者治疗(或者任何其他能力)的能力效果减半,并且最低为1而非0点。

军队挑战等级(Army Challenge Rating,ACR):此项取决于军队中的单一个体的CR以及军队的规模,它类似于怪物的CR。要确定ACR,首先见上面列出的军队规模表格,并将军队规模带来的调整值应用到军队中个体单位的CR上。如果军队是骑兵队,那么使用坐骑或者骑手的CR,以较高者为准。比如个体的兽人武者1的CR是1/3,因此100名兽人武者1组成的军队的ACR是1/3;500名兽人武者1组成的军队的ACR是3(比标准的100人军队CR高4阶)。如果一支队伍的ACR比1/8还低,那么它就无法被视为一只军队——需要加入更多的军队直至ACR达到1/8或更多为止。

防御值(Defense Value,DV):此项属性为军队用于抵御攻击的数值,类似于个体生物的AC。军队的DV等同于ACR + 10 + 任何来自防御工事的加值或者定居点的防御数值。

进攻调整值(Offense Modifier,OM):该调整值会加在d20检定之上以决定军队进攻的成功率,类似于个体生物的攻击加值(attack bonus)。军队的OM等同于其ACR。如果军队具有进行远程攻击的能力,也会标注在此处。除非能力单独提及,否则近战攻击以及远程攻击使用相同的OM。

战术(Tactics):此处列举了任何军队所具备的战术。

军备(Resources):此处列举了任何军队所具备的军备。

特殊(Special):此处列举了军队所具有的任何特殊能力。

速度(Speed):此处的数据为军队花费1天行军所能通过的地块(12英里)数量。通过困难地形会使军队的速度减半。使用移动与距离表格中个体单位的速度来判断军队的速度。

移动与距离*
速度15尺20尺30尺40尺
每日行军距离    12英里    16英里    24英里    32英里
*本表格刊载于核心手册中(我是链接),译者为了方便查阅直接选取出相关内容并简化了表格。

士气(Morale):该数据代表着军队的士气。士气用于判断是否能改变战斗中的策略,确定军队是否会由于致命打击而溃逃,以及类似的效果。士气是一种调整值,从-4(最差)到+4(最好)。新建成的军队起始士气为+0。士气能够通过军队的指挥官以及其他因素进行修正。如果军队的士气到达-5或更低,军队便会解散或背离岗位,而你也无法再控制他们。

开支(Consumption):该数据代表这只军队每星期所消耗的BP(与大多数王国的费用不同,该费用是按周而非按月计算),这些支出代表食物、饮品、军备、训练、维护以及支付个体的薪水。一只军队的基础开支等同于ACR除以2(最低为1)。如果你逾期支付军队的开支,那么士气会下降2点;该减值会在你补足军队的开支时消失。

指挥官(Commander):此处列出了军队的指挥官以及指挥官的魅力调整值、专业(士兵)的等级以及领导力数值。指挥官必须能够与军队进行通讯(可能会使用传讯术或者类似的魔法通讯手段)才能下达指令或者为军队的检定提供加值。

原文
劇透 -   :
Army Statistics

The description of each army is presented in a standard format.

Name: This is the name of the army. This could be a mercenary company's name, such as "Thokk's Bloodragers," a formal regiment number such as "7th Royal Cavalry," or an informal name such as "militia from Redstone."

XP: This is the XP awarded to the PCs if their army defeats this army, and is the same as an XP award for an encounter with a CR equal to the army's ACR (see below).

Alignment: An army's alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.

Size: The army's size determines not only how many individual units exist in the army, but also the army's ACR.
Army Sizes Army Size   Number of Units   ACR
Fine   1   CR of individual creature —8
Diminutive   10   CR of individual creature —6
Tiny   25   CR of individual creature —4
Small   50   CR of individual creature —2
Medium   100   CR of individual creature
Large   200   CR of individual creature +2
Huge   500   CR of individual creature +4
Gargantuan   1,000   CR of individual creature +6
Colossal   2,000   CR of individual creature +8

Type: This lists the nature of the army's individual units, such as "orcs (warrior 1)" or "trolls." These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has no effect on the army's statistics. If an army has a large number of units that are different than the typical unit in that army, and these differences are enough to change the army's stat block, it is generally best to treat the group as two separate armies with different stat blocks.

hp: An army's hit points equal its ACR × the average hp value of 1 HD of the army's units (3.5 for d6 HD, 4.5 for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). For example, warriors have d10 HD, so an ACR 1 army of warriors has 5.5 × 1 = 5.5 hp, rounded down to 5 hp. Note that only damage from other armies can reduce an army's hp; a non-army attacking an army is mostly ineffective, though you can treat the attacker as a Fine army if you want to determine the outcome of the attack. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.

Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army's size, and scales like CRs for monsters. To determine ACR, see Table 4—15: Army Sizes and apply the modifier for the army's size to the CR of an individual unit in the army. If an army is cavalry, use the mount's CR or the rider's CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group's ACR would be lower than 1/8, it doesn't count as an army—add more troops until you reach an ACR of 1/8 or higher.

Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature's AC. The army's DV is equal to ACR + 10 + any bonuses from fortifications or a settlement's Defense score.

Offense Modifier (OM): This is a modifier added to a d20 roll to determine the army's chance of success, much like an individual creature's attack bonus. The army's OM is equal to its ACR. If the army has the ability to make ranged attacks, that's mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.

Tactics: These are any army tactics the army has at its disposal.

Resources: These are any army resources the army has at its disposal.

Special: This section lists any special abilities the army has.

Speed: This number indicates how many 12-mile hexes the army traverses in a day's march. Marching through difficult terrain halves the army's speed. Use the Movement and Distance table to determine the army's speed based on the speed of its individual units.

Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. Morale is a modifier from —4 (worst) to +4 (best). A new army's starting morale is +0. Morale can be further modified by the army's commander and other factors. If an army's Morale is ever reduced to —5 or lower, the army disbands or deserts and you no longer control it.

Consumption: This is how many Build Points (BP) an army consumes each week (unlike most kingdom expenses, this cost is per week, not per month), representing the cost to feed, hydrate, arm, train, care for, and pay the units. An army's base Consumption is equal to its ACR divided by 2 (minimum 1). If you fall behind on paying the army's Consumption, reduce its Morale by 2; this penalty ends when you catch up on the army's pay.

Commander: This entry lists the army's commander and the commander's Charisma modifier, ranks in Profession (soldier), and Leadership score. The commander must be able to communicate with the army (possibly using message spells and similar magical forms of communication) in order to give orders or provide a bonus on the army's rolls.
« 上次编辑: 2013-08-12, 周一 10:59:23 由 四月 »
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #2 于: 2013-08-10, 周六 16:21:14 »
战斗阶段(Battle Phases)
集团战斗的流程分为三个战斗阶段:战术阶段、远程阶段以及近战阶段。一个阶段并不会表示具体的时间流逝,这要交由DM来判定集团战斗需要时间的长短。比如雨后泥泞的战场上发生的战斗需要数个小时,而中间可能经历了数次短暂休息,用于清理战场上的尸体,但是在使用本规则时仍旧视为一次战斗。如果有一次较长的间歇(比如在傍晚停止战斗,在清晨重新开始)或者战斗环境发生了显著改变(比如对指挥官的刺杀、其他军队的增援等等),DM则应该将军队间每个时期的战斗视为一场战斗。战斗阶段如下所示。

1. 战术阶段(Tactics Phase):由DM判定应用于战斗中的战场调整值。指挥官们选择每只军队在战斗中将要使用的战术。

2. 远程阶段(Ranged Phase):任何具有进行远程攻击能力的军队可以进行一次攻击对抗敌军。该阶段通常持续1轮(1次攻击),用于两军在推进至近战范围之前使用远程攻击进行交火,在那之后进行白刃战。战场的形状以及其他情况可能会延长该阶段的时间。如果两军都有远程攻击,他们就可以选择原地射击并且不靠近对方进行近战(至少在他们用尽弹药之前,不过耗尽军队的弹药通常意味着在这种情况发生之前能够进行多次射击)。不具有远程攻击能力的军队无法在该阶段攻击,但是他们仍旧可以向前冲锋。

3. 近战阶段(Melee Phase):军队最终会进行白刃战。每名指挥官选择想要运用的策略,之后每支军队进行一次近战攻击对抗其他军队。重复近战阶段直至一支军队战败或溃逃,或者发生其他结束战斗的事件。

原文
劇透 -   :
Battle Phases

Mass combat takes place over the course of three battle phases: the Tactics Phase, the Ranged Phase, and the Melee Phase. A phase doesn't denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.

1. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.

2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield's shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can't attack during this phase, but may still rush forward.

3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #3 于: 2013-08-10, 周六 16:21:38 »
攻击与承受伤害(Attacking and Taking Damage)
在集团战斗中,成百上千个个体的攻击发生在一个战斗阶段中,完全相互重叠,谁先进行攻击变得无关紧要。
当军队进行攻击时,每只军队需要尝试一次进攻检定(Offense check,1d20 + 进攻军队的OM),将得出的结果与目标军队的DV进行比较。
如果进攻检定等同于或者低于目标军队的DV,那么该军队在这个阶段不会受到伤害。
如果进攻检定高于防守方的DV,那么防守方会受到伤害,数值为进攻方的进攻检定结果减去防守方的DV。比如进攻方的进攻检定为11,而防守方的DV为7,防守军队会受到4点伤害。由于这些攻击时同时处理的,所以双方军队均可能受到伤害,甚至是在一个阶段中将双方同时摧毁。
如果进攻检定自然掷出20,但是检定结果却低于防守军队的DV,那么进攻军队仍旧能造成1点伤害。如果进攻检定自然掷出1,该军队就会由于某些阻碍而无法在下一个阶段中尝试进攻检定:传令错误、陷入泥潭等等。

多于两支军队(More Than Two Armies)
本规则也可以用于两支以上军队发生冲突的情况。在处理这些战斗时,你的军队尝试进行进攻检定时,需要选择哪只敌对军队(若你在战场上有多只军队则需要选择多个敌军)受到攻击并承受相应的伤害。在每个阶段中,你都可以更改每只军队的目标。如果你的王国派遣多只军队参加战斗,则可以将这些军队的指挥权划分给其他玩家,用于加快游戏速度。

原文
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Attacking and Taking Damage

In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.

When armies attack, each army attempts an Offense check (1d20 + the attacking army's OM) and compares the result to the target army's DV.

If the Offense check is equal to or less than the target army's DV, the army deals no damage that phase.

If the Offense check is greater than defender's DV, the defending army takes damage equal to the result of the attacker's Offense check minus the defender's DV. For example, if the attacker's Offense check is 11 and the defender's DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.

If the Offense check is a natural 20, but that check is lower than the enemy army's DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can't attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies

These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #4 于: 2013-08-10, 周六 16:22:02 »
战场环境(Battlefield Conditions)
在一些集团战斗中,战场的特性无法影响任何一支军队,但是有些时候,战场本身将成为决定胜负的关键。后述列出的修正只会在战争中持续。当然,DM可以对任何环境的发生进行判断,认定这些环境是否会应用在某些军队上(比如黑暗与具有黑暗视觉的军队,或者雾霾与具有灵敏嗅觉的军队)。
依照DM的判断,可以允许军队或指挥官在冲突发生之前,使用诸如地动术(move earth)的大范围法术操纵战场环境。这些法术若想造成任何影响,则必须至少持续1小时以上并且至少影响500平方英尺的范围。同样的,诸如折叠要塞(instant fortress,奇物,+2防御)以及石墙术(wall of stone,法术,+1防御)能够用于在战斗中为一只军队构筑简单的防御工事。

有利地形(Advantageous Terrain):通常来说,如果有一支军队占据有利地势(比如处于山丘上、处于峡谷之间、或者有一侧受到深水河流的保护),防守部队的DV增加2点。

伏击(Ambush):要伏击其他军队,整支进行伏击的军队必须具有隐蔽(concealment)。伏击者要进行一次进攻检定对抗目标军队的DV。如果成功则战斗开始,而目标军队无法在战术阶段进行行动。除此之外,战斗如常进行。

战场优势(Battlefield Advantage):如果一支军队对战场十分熟悉,它的OM以及DV提高2点。

黑暗(Darkness):黑暗会使所有军队的OM降低2点,DV降低3点。

昏暗(Dim Light):昏暗会使所有军队的OM降低1点。

雾霾(Fog):雾霾会使所有伤害减半,并且使军队在撤退战术(withdraw tactic)的士气检定中获得+2加值。

防御工事(Fortifications):处于防御工事内的军队的DV会获得加值,数值与防御工事的防御相等。定居点的防御取决于它所包含的建筑类型,本内容记述在构筑王国规则中。如果游戏并未使用构筑王国规则,那么标准的防御工事增加8点DV。

降雨(Rain):降雨会修正远程阶段中的OM,如同烈风(severe wind);见风力效果表格

沙暴(Sandstorm):沙暴视同雾霾,并且在每个远程阶段与近战阶段中都会对所有军队造成1点伤害。

降雪(Snow):降雪如同降雨一般影响远程攻击,并且如同雾霾一样影响伤害。

强风(Wind):强风会对远程阶段中,远程攻击的OM进行修正;见风力效果表格

风力效果*
风力远程攻击/攻城武器1
强风-2/—
烈风-4/—
暴风无效/-4
飓风无效/-8/td]
龙卷风        无效
*本表格刊载于核心手册中(我是链接),译者为了方便查阅直接选取出相关内容并简化了表格。
1:攻城武器包括弩炮以及投石车等机械进行的攻击,还包括巨人投掷的岩石。

原文
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Battlefield Conditions

In some mass combats, the specifics of a battlefield won't impact either army, but sometimes the battlefield will itself decide the outcome. The modifiers listed below apply only for the duration of the battle. Naturally, the GM should exercise judgment regarding any conditions that don't seem to apply to one of the armies (such as darkness and an army with darkvision, or fog and an army with scent).

At the GM's discretion, large-area spells such as move earth might allow armies or commanders to manipulate the battlefield conditions before a conflict. For these spells to have any effect, they must last at least 1 hour and affect at least a 500-foot square. Likewise, magic items such as an instant fortress (+2 Defense) and spells such as wall of stone (+1 Defense) can create simple fortifications for an army to use in a battle.

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 increases its DV by 2.

Ambush: In order to attempt to ambush an army, the entire ambushing army must have concealment. The ambusher attempts an Offense check against the target army's DV. If successful, the battle begins but the target army doesn't get to act during the Tactics phase. Otherwise, the battle proceeds normally.

Battlefield Advantage: If an army is particularly familiar with a battlefield, it's OM and DV increase by 2.

Darkness: Darkness reduces all armies' OM by 2 and DV by 3.

Dim Light: Dim light reduces all armies' OM by 1.

Fog: Fog reduces damage by half and gives the armies a +2 bonus on Morale checks to use the withdraw tactic.

Fortifications: An army located in a fortification adds the fortification's Defense to its DV. A settlement's Defense is determined by the types of buildings it contains, as detailed in the kingdom-building rules. If the game isn't using the kingdom-building rules, a typical fortification increases DV by 8.

Rain: Rain affects modifiers to OM in the Ranged phase as if it were severe wind; see the Wind Effects table.

Sandstorm: A sandstorm counts as fog and deals 1 hp of damage to all armies during each Ranged and Melee phase.

Snow: Snow affects ranged attacks like rain, and affects damage like fog.

Wind: The wind modifiers to ranged attacks apply to OM in the Ranged phase; see the Wind Effects table.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #5 于: 2013-08-10, 周六 16:22:43 »
战术(Army Tactics)
战术是一种选项,军队可以用它在某些方面对战斗造成影响。除非DM指定,否则新征召的军队不会了解任何战术。军队会在战斗胜利之后习得新的战术(见胜利、溃逃或战败)。一支军队能够得知的战术数量等同于ACR的一半,最低为0。
在战斗开始后,指挥官要选择一种战术用于之后的战斗(如果军队并不了解任何战术,那么军队会使用标准战术)。在每个远程或近战阶段的起始,指挥官可以尝试DC为15的士气检定来改变战术。成功意味着军队在该阶段使用新的战术(并且停止从原有战术获得修正);失败则意味着军队持续使用现有的战术。战斗结束后,战术的效果也会终止。
与战场环境相同,由DM判断谁能够获得战术的优势(比如当你没法真正夹击敌人的时候,就无法从夹击能手中获得优势)。
标有星号(*)的战术属于默认战术,任何军队都了解它们;这些也不会被计为军队的已知战术数量中。

谨慎作战(Cautious Combat):你的军队为了保持士气而谨慎作战。OM降低2点,所有士气检定获得+2加值。

骑兵突袭(Cavalry Experts):你的军队在对抗没有配备坐骑的军队时,OM增加2点。只有配备坐骑的军队才能使用这种战术。

稳固阵型(Defensive Wall):你的军队使用更加偏向防守的战斗方式,并且会根据需要进行保护友军单位的行动。OM降低2点,DV增加2点。

诡术战法(Dirty Fighters):你的军队会用诡计以及不正当手段来使自身在战斗开始时获得优势。在该次战斗的某个近战阶段中,OM增加6点。(在该次近战阶段之后,敌对军队便会了解如何应对这些把戏)。

围歼(expert flankers):你的军队擅长通过包夹分散敌人的注意力,这么做的代价就是阵线过长,并且会遭受更大的伤害。OM增加2点,DV降低2点。

诈败(False Retreat):每场战斗1次,你的军队能够进行诈败,从而引诱目标军队深入你的领域。在你的军队使用诈败的阶段时,无法进行进攻检定。而在使用该战术后下一个阶段中,对抗目标军队的OM与DV增加6点。

铜墙铁壁(Full Defense):你的军队在战场上专注于进行守备。DV增加4点,OM降低4点。

残虐攻袭(Relentless Brutality):你的军队将顾虑抛在脑后,发起狂暴而又血腥的进攻。OM增加4点,DV降低4点。

破坏攻城设施(Siegebreaker):你的军队将另一只军队的攻城武器作为目标,并企图摧毁它们。如果你的军队对目标军队造成伤害,那么你可以进行第二次进攻检定;如果成功,摧毁一个目标的攻城武器。该战术对没有装配攻城武器的敌对军队没有效果。

射手支援(Sniper Support):你的军队拥有一些远程单位,它们可以在近战阶段对目标军队进行攻击。若你的军队在近战阶段对目标军队造成伤害,则会通过这些远程攻击额外造成2点伤害。你的军队必须能够进行远程攻击才能使用该战术。

干扰施法(Spellbreaker):你的军队擅长干扰敌军施法。在对抗具有施法能力的军队时,DV增加4点。

标准*(Standard):你的军队的攻击不会受到OM、DV或伤害的额外调整。

嘲讽(Taunt):你的军队擅长嘲弄对手,使敌人战斗中过于自负,从而犯下愚蠢的错误。目标军队必须在每个近战或远程阶段进行士气检定(DC = 10 + 你的军队的ACR);失败则意味着在该阶段内,对抗你的军队时的OM与DV降低2点。如果目标军队在该检定中成功2次,则会在这场战斗剩下的时间内免疫该战术的效果。

撤退*(Withdraw):你的军队尝试从所有敌人的攻击中逃脱。军队要尝试对每个对其攻击的军队进行对抗士气检定,用以维持纪律(任何军队均可在该检定中自愿失败),但是在切换至撤退战术时,则无需进行常规的士气检定来进行切换战术。如果上述所有检定均成功,你的军队就可以从战场中撤退,或者将该阶段视为远程阶段。如果只有部分检定成功,你可以撤退或者将该阶段视为远程阶段,但是战斗中的敌对军队可以对你进行攻击,就如同你还处于近战之中。无论检定是否成功,你的军队在该阶段的剩余部分中OM与DV下降2点。

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Army Tactics

Tactics are options an army can use to influence aspects of a battle. A newly recruited army doesn't know any of these tactics unless specified by the GM. An army learns new tactics by being victorious in battle (see Victory, Rout, or Defeat). An army can know a number of tactics equal to half its ACR, minimum 0.

When a battle begins, the commander selects one tactic to use for that battle (if the army doesn't know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.

As with battlefield conditions, gaining benefits from a tactic is subject to GM discretion. (For example, you may not get the expert flankers benefit if you cannot actually flank your enemy).

Tactics marked with an asterisk (*) are default tactics all armies know; these do not count toward the number of tactics an army knows.

Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.

Cavalry Experts: Your army's OM increases by 2 against armies that aren't mounted. The army must have the mount resource to use this tactic.

Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.

Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)

Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.

False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn't attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.

Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.

Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.

Siegebreaker: Your army targets another army's siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target's siege engines. This tactic has no effect on enemy armies without siege engines.

Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.

Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.

Standard*: Your army's attacks have no additional modifiers to its OM, DV, or damage.

Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army's ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it's immune to this tactic for the remainder of the battle.

Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #6 于: 2013-08-10, 周六 16:23:06 »
策略(Strategy Track)
在第一个近战阶段,指挥官要从后述五种策略中选择一种。策略会对军队的DV,OM以及伤害调整值进行修正。
在之后的每个近战阶段,指挥官可以改变军队的策略,将策略调整1阶会自动成功,并且无需进行检定。如果指挥官需要将策略调整1阶以上,军队需要进行DC为20的士气检定。成功意味着策略调整至需要的等级。否则军队的策略不会被改变。

策略    DV    OM    造成伤害
防御+4-4    -6
谨慎+2-2    -3
标准+0+0    +0
积极-2+2    +3
鲁莽-4+4    +6

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Strategy Track

On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army's DV, OM, and damage modifier.

Once each Melee phase after the first, the commander can alter the army's strategy. Adjusting the strategy 1 step up or down does is automatically successful and doesn't require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army's current strategy doesn't change.
Strategy   DV   OM   Damage Dealt
Defensive   +4   —4   —6
Cautious   +2   —2   —3
Standard   +0   +0   +0
Aggressive   —2   +2   +3
Reckless   —4   +4   +6
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #7 于: 2013-08-10, 周六 16:23:27 »
溃逃(Rout)
溃逃就是军队在战场上被击溃后,无序且混乱的撤退行为,这通常是恐惧或者强敌压制的结果。如果一支军队的生命值降低至与ACR相同或更低的时候,它的指挥官必须进行DC15的士气检定。如果检定失败,军队便会散开并退出战斗。若它无法撤退,则会投降并被俘获。当一支军队溃逃时,所有在战斗中的敌人都能够尝试一次最终进攻检定,作为逃跑的军队在逃走之前的临别一击。(通常情况下,只有敌人能够这么做,但是野蛮或者邪恶的军队可能会出于愤怒或挫败感而对撤退的友军进行攻击)。

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Rout

A rout is a chaotic and disorderly retreat of a defeated army from a battlefield, usually from fear or when overwhelmed by a superior opponent. If an army's hit points are reduced to equal or less than its ACR, its commander must attempt a DC 15 Morale check. If the check fails, the army scatters and retreats from battle. If it cannot retreat, it surrenders and is captured. When an army routs, all armies in the battle can attempt one final Offense check at the fleeing army as a parting shot before it escapes. (Normally, only enemy armies do so, but an aggressive or evil army might strike at a fleeing allied army out of anger or frustration.)
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #8 于: 2013-08-10, 周六 16:23:51 »
胜利、溃逃或战败(Victory, Rout, or Defeat)
若所有敌对军队逃离战场或者战败,你的军队便能取得胜利。战争的余波对每支军队来说都可能不尽相同,这取决于它是战败、溃逃还是胜利。

战败(Defeated):若一支军队的生命值低于0点,则意味着战败。战败的军队可能会有少量幸存者,但是他们士气低落并且伤痕累累(并且可能被敌军俘获),因而不再作为具有凝聚力的单位而存在,也无法再用于集团战争。如果你的军队战败,则会按照军队的规模降低你的王国的经济、忠诚以及稳定。

军队规模    经济    忠诚    稳定
  超微型  0  0  0
   微型  0 -1  0
  超小型 -1 -1  0
   小型 -1 -1 -1
   中型 -2 -2 -2
   大型 -3 -2 -2
  超大型 -4 -2 -2
   巨型 -4 -2 -3
  超巨型 -4 -3 -3

溃逃(Routed):溃逃军队的士气下降1点。如果军队的当前生命低于军队的ACR,则将其生命值恢复至ACR。溃逃的军队会拒绝战斗,直至你在王国的维持阶段成功进行忠诚检定为止(你每回合可以尝试一次该检定)。请注意溃逃的军队仍旧可以被敌军攻击,并且能够在战斗中尝试进攻检定——它只是无法发起战斗而已。

胜利(Victorious):如果你的军队最终在战斗中幸存下来(不算其他友军),则获得胜利。每当一支军队在战斗中胜利,你可以进行一次忠诚检定对抗你的王国的管控DC。若你检定成功,你的军队会习得一种新战术并且士气增加1点(最高为+4)。若军队的当前生命值低于军队的ACR,则将生命值恢复至ACR。你可以尝试第二次忠诚检定;如果检定成功,军队的指挥官习得一种新军略。

原文
劇透 -   :
Victory, Rout, or Defeat

An army is victorious if all of its enemy armies flee the battlefield or are defeated. The aftermath of the battle can be different for each army, and depends on whether it was defeated, routed, or victorious.

Defeated: If an army's hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can't be used again in mass combat. If your army is defeated, reduce your kingdom's Economy, Loyalty, and Stability according to the size of the army.
Army Size   Economy   Loyalty   Stability
Fine   0   0   0
Diminutive   0   —1   0
Tiny   —1   —1   0
Small   —1   —1   —1
Medium   —2   —2   —2
Large   —3   —2   —2
Huge   —4   —2   —2
Gargantuan   —4   —2   —3
Colossal   —4   —3   —3

Routed: If the army routs, reduce its Morale by 1. If the army's current hp are lower than the army's ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a Loyalty check during your kingdom's Upkeep phase (you may attempt this check once per turn). Note that a routed army can still be attacked by enemy armies, and can attempt Offense checks in battles—it just can't initiate a battle.

Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious. Each time an army wins a battle, you can attempt a Loyalty check against your kingdom's Control DC. If you succeed at this check, your army learns a new tactic and its Morale increases by 1 (maximum of Morale +4). If the army's current hit points are lower than the army's ACR, increase its hit points to its ACR. You may attempt a second Loyalty check; if you succeed, the army's commander learns a new boon.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #9 于: 2013-08-10, 周六 16:24:12 »
复原(Recovery)
军队每休息(不移动也不进行战斗)一天,会治疗等同于其ACR的生命值。每天1次,你可以尝试一次忠诚检定对抗你的王国的管控DC。如果检定成功,你的军队会额外治疗等同于其ACR的生命值。一支不进行活动的军队不论失去了多少生命值,生命值均会在一个月后恢复全满。
集团战斗规则假设上述治疗包含了对伤员的治愈以及加入新丁以补充阵亡成员(这意味着你不需要记录个体数量增减以及部队规模的调整)。这些单位可能是通过招募当地人、来自你的定居点的预备役或者强迫被你征服的人入伍来补充。如果环境使得这些补充兵员的选择变得不可用或者不可能发生,DM可以自由限定你能够补充的生命值数量,通常为军队正常生命值的一半。而对于其他对于受创军队的处理方式,请见可选规则的重整军队规则。

原文
劇透 -   :
Recovery

Each day that an army spends at rest (no movement and no battle), it heals a number of hit points equal to its ACR. Once per day, you may attempt a Loyalty Check against your kingdom's Control DC. If you succeed, your army heals a number of additional hit points equal to its ACR. An inactive army heals back to its full hit points after a single month, no matter how many hit points it lost.

The mass combat rules assume that this healing is a combination of actual wound healing and gaining new units to replace those who were killed (meaning you don't have to track individual losses and resize armies). These units can be recruited from sympathetic locals, replacements from your own settlements, or forced conscripts from conquered lands. If circumstances make these replacement options unavailable or unlikely, the GM is free to limit how much an army can heal, generally to half the army's normal hit points. For other possibilities when dealing with wounded armies, see the optional Reforming an Army rule.
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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.
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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.
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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.
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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。

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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.
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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.
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