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Extension

Mass Combat

Rules for armies, units, commanders, orders, and morale. Scales TDGS from individual heroes to clashing battalions.

"Individual combat measures skill. Mass combat measures organization. One exceptional warrior can kill a dozen enemies. One exceptional commander can break a thousand."

Decimancer
DecimancerD10

Purpose

This document extends TDGS to handle warfare. It defines how groups of soldiers function as single game entities, how commanders issue orders and inspire troops, and how morale can break an army faster than steel.

Mass combat uses the same core resolution (d20 + (Stat - Stat) >= 11) as everything else in TDGS. Units are entities with stats. Commanders provide bonuses. The math scales seamlessly from duels to sieges.

Core Concept

Units are Entities. A squad, company, or battalion is a single Entity with Race (unit type), Class (training), nine stats, HP, and abilities. The rules don't change; the scale does.

Commanders provide CHA bonuses to morale. Units without commanders can still fight, but they crumble faster under pressure.

Orders shape behavior. Attack, Hold, Charge, Retreat—each order modifies how a unit acts in combat.

Morale determines survival. Most armies break before they die. Routing spreads like fire.

"A COMPANY OF FIFTY IS NOT FIFTY INDIVIDUAL FIGHTERS. IT IS ONE BEAST WITH FIFTY LIMBS, ONE HEARTBEAT, ONE COURAGE THAT CAN SHATTER OR HOLD. TREAT IT AS SUCH."

Hundröd the Uncountable
Hundröd the UncountableD100

Units

Unit Stats

Units have the same nine stats as any Entity. Physical stats represent collective soldier quality; mental stats represent training, doctrine, and unit properties.

StatRepresents
STRCollective fighting power
DEXCoordination, formation precision
REFReaction speed as a group
CONStaying power, discipline under fire
MOVMarch speed, tactical mobility
INTTactical adaptability
WISSituational awareness
CHAUnit cohesion, esprit de corps
LUKFortune as a group

Unit HP

Units calculate HP the same way as any Entity: HP = CON × 5. A unit with CON 50 has 250 HP. This represents the unit's ability to sustain casualties and keep fighting.

Unit Scale

Unit race defines approximate soldier count and stat ranges. Larger formations have higher stats but move slower.

Unit TypeApprox. SizeTypical Stat Range
Squad5–1210–30
Platoon25–5025–45
Company100–20035–60
Battalion500–100050–80
Regiment2000–500065–100

Unit Creation

Units are created like any Entity: Race + Class. Race defines base stats and formation type; Class defines training and abilities. Content provides unit races (Infantry Company, Cavalry Squadron) and classes (Veteran, Elite Guard).

Unit Progression

Units earn XP from battle per standard Entity rules (Document 12). They can also earn XP from training during downtime. Units that survive battles together become more effective.

Command

Commanders

A commander is any Entity (hero, NPC, or even another unit) that issues orders to units. Commanders provide CHA bonuses to morale checks for units they command.

CHA Bonus

Formula: CHA ÷ 10 (minimum +1)

CHABonus
1–10+1
11–20+2
21–30+3
31–40+4
50+5

Command Structure

Direct Command: One unit receives full CHA bonus. This is the commander's personal attention.

Extended Command: Additional units equal to CHA bonus receive half CHA bonus (rounded down). A CHA 30 commander (+3) can extend command to 3 more units at +1 each.

Command Range: CHA in squares. A CHA 30 commander has a 30-square command radius.

Lieutenants

Lieutenants are just other commanders. An army can have multiple commanders, each with their own units under direct and extended command. There is no special lieutenant mechanic—it's commanders all the way down.

Chain of Command

Commander Lost: When a commander is killed or incapacitated, their units must make immediate morale checks. Units then become uncontrolled until claimed by another commander.

Claiming Units: Release costs Free Action. Claiming a unit costs an Action.

Uncontrolled Units: No CHA bonus to morale. Morale check becomes: d20 + (CON − Threat) ≥ 11.

Exposed Commander: When a commander's directly commanded unit is destroyed, the entity that destroyed it gets one free attack on the commander. Extended command units do NOT trigger this—only the single unit under direct command.

"Four ways to break an army. Kill the soldiers. Kill the commander. Break the morale. Cut the supply. Only one of these requires you to fight the army directly. Smart generals count."

Tetrahex the Obscure
Tetrahex the ObscureD4

Orders

Issuing Orders

Commanders issue orders on their turn. Orders are executed when the unit acts (on the unit's REF turn).

  • Standing Order: Free Action (no change from current order)
  • New Order: Action (changes unit behavior)

Order Types

OrderEffect
AttackEngage nearest enemy. Standard combat.
Hold+10% REF. No movement. Can attack enemies that enter range.
Take Cover+10% REF vs ranged. Limited movement.
Charge+10% STR, −10% REF until start of next turn. Move toward enemy, stop when adjacent.
RetreatMove away from nearest enemy. No opportunity attacks suffered. Cannot use if surrounded.

Percentage Bonuses

Formula: Stat ÷ 10 (minimum +1)

A unit with STR 50 receiving +10% STR gains +5 STR. A unit with REF 35 receiving +10% REF gains +3 REF (minimum +1).

Morale

Morale Checks

Formula: d20 + (Unit CON − Threat Value) + Commander CHA Bonus ≥ 11

Luck applies per Document 4. This is a d20 resolution roll.

Morale Triggers

TriggerThreat Value
50% HP10
25% HP14
Commander Lost12
Adjacent Friendly Breaks10
Surrounded12
Terrifying EnemyEnemy's full CHA

Each trigger fires once when the condition first occurs (the shock of the moment).

Terrifying Trait

Content may assign the Terrifying trait to entities of overwhelming power or dread (dragons, undead hordes, legendary warriors). When a unit first engages a Terrifying entity (attacks, is attacked, or is targeted by an ability), it must check morale with Threat Value equal to the Terrifying entity's full CHA.

Morale Cascade

When a unit breaks, adjacent friendly units must check morale (Threat Value 10). Adjacent follows Document 14's adjacency rules.

Resolution Order: Lowest CON to highest. Weakest units check first. If they break, this may trigger additional cascades before stronger units have rolled.

Critical Mechanic: One weak unit crumbles, neighbors check, rout spreads through an army. Position your commander to prevent this. Target the enemy's weak point to start a cascade.

"Fear spreads like fire. Better than fire, actually—fire needs fuel, fear just needs one coward running the wrong direction. I've watched it happen. One unit breaks, the next one catches the fear, then the next. Whole army burns down without a single flame. Beautiful, in its way. Efficient. I approve."

Flamey Eight-ball
Flamey Eight-ballD8

Breaking and Routing

Failed Morale Check = Routed

The unit flees toward safety. They can be rallied.

0 HP = Destroyed

The unit is gone. Too many casualties, survivors scattered beyond recovery. Cannot be rallied.

Routed Units

A routed unit:

  • Moves full MOV toward safety each turn
  • Cannot attack
  • Cannot receive orders
  • Triggers opportunity attacks when fleeing past enemies (per Document 14)

Safety Priority:

  1. Friendly board edge (if one exists)
  2. Toward nearest friendly commander
  3. Directly away from the threat that caused the rout

Reaching Safety: A routed unit that reaches the friendly board edge is removed from the battle but not destroyed. They cannot return this engagement.

Cornered Units

When a routed unit has no escape route, they make a second morale check:

d20 + (Unit CON - Original Threat Value) + Commander CHA Bonus (if in range) >= 11

Pass: Last stand. The unit is no longer routed. They can receive orders and act normally, retaining a +10% STR bonus from desperation until no longer cornered.

Fail: Surrender or destroyed (based on enemy—honorable foes take prisoners, monsters don't).

Why This Matters: Cornering a routed unit isn't automatically winning. Historically, trapped units sometimes fight with desperate ferocity. Do you pursue and corner, or leave them an escape route?

"Last stands. Oh, last stands. Is there anything more glorious? Backs against the wall, nowhere to run, certain death ahead—and they CHARGE ANYWAY. They become legends in that moment. Songs get written. Statues get carved. Never corner a foe unless you want to see what they're truly made of."

Sir Critsalot
Sir CritsalotD20

Rally

Commanders can attempt to recover routed units.

  • Cost: Action
  • Range: Commander's CHA in squares
  • Roll: d20 + (Commander CHA − Threat Value that caused rout) ≥ 11
  • Success: Unit stops fleeing, no longer routed. Defaults to Attack order. Can act next round at current HP.
  • Failure: Unit continues fleeing. Try again next round.

Why Rally Uses Full CHA: Rally is the commander's raw force of will directly opposing the fear that broke the unit. Luck applies per Document 4.

Combat

Unit vs Unit

Standard TDGS resolution:

d20 + (Attacker STR - Defender REF) + modifiers >= 11

Units are Entities. Entities attack Entities. The formula works.

Hero vs Unit

Heroes can attack units directly. Normal damage—no special rules. The unit's HP already scales with its size. A level 80 wizard CAN devastate a conscript army. That's Gandalf at Helm's Deep.

Unit vs Hero

Units can attack heroes. Standard resolution. Unit stats scale with formation size. A battalion has STR 65. That's terrifying. A hero facing a battalion alone is in serious danger—as they should be.

Turn Order

All Entities (units and heroes) act in REF order, per core rules. Units use their own REF. Commanders use their own REF. Higher REF acts first.

Positioning

Document 14 covers positioning mechanics. All rules apply to units:

  • Flanking
  • Cover
  • Difficult terrain
  • Opportunity attacks

Unit Facing: Units have facing like any Entity. A unit attacked from the rear or flank suffers the same consequences as any other Entity would.

Surrounded: Enemies on 3+ sides of a unit (four cardinal directions). Triggers morale check (Threat Value 12).

Unit Size: Unit race defines grid footprint. A squad might occupy 2×2; a battalion might occupy 6×6.

Creating Units (Content Guidance)

Unit Race Template

Race: [Name] Size: [Grid footprint] Type: [Infantry/Cavalry/Archer/etc.] Scale: [Approximate soldier count] Base Stats: STR: [Value] DEX: [Value] REF: [Value] CON: [Value] MOV: [Value] INT: [Value] WIS: [Value] CHA: [Value] LUK: [Value] Innate Traits: [List]

Unit Class Template

Class: [Name] Description: [What this training represents] Levels: [Max level] Progression: Level 1: [Abilities gained] Level 2: [Abilities gained] ... Stat Bonuses: [Per level]

Example: Infantry Company

Race: Infantry Company Size: 3x3 Type: Infantry Scale: ~100 soldiers Base Stats: STR: 40, DEX: 35, REF: 38, CON: 42, MOV: 6 INT: 30, WIS: 32, CHA: 28, LUK: 10 Innate Traits: Formation Fighting

Example: Veteran Class

Class: Veteran Description: Battle-hardened survivors Levels: 5 Progression: Level 1: Steady (+2 CON) Level 2: Disciplined Fire (ranged attacks ignore partial cover) Level 3: Hold the Line (+2 REF when using Hold order) Level 4: Battle Sense (+2 WIS) Level 5: Unbreakable (reroll one failed morale check per battle) Stat Bonuses: +1 CON per level

XP and Mass Combat

No XP for Commanders

Commanding units does not award XP to the commander. TDGS awards XP for facing danger. A commander directing troops from behind the lines is not personally at risk. The units earn XP. The commander earns victory.

However: A commander who fights personally earns XP for that combat. Leading a charge, dueling the enemy commander, casting fireballs into the enemy formation—that's danger. That earns XP.

Unit XP

Units earn XP from battle per standard Entity rules (Document 12). They also earn XP from training during downtime. The unit faced danger, survived, and learned.

"The general sits on a hill and watches soldiers die. The soldiers earn XP from the dying. The general earns a promotion. You want experience? Get off your horse. Get blood on your hands. Otherwise don't pretend you 'fought' anything. Pointing isn't fighting."

Nyxara Tidelight
Nyxara TidelightD12

Summary

ConceptRule
UnitsEntities with Race + Class
Unit StatsPhysical = soldier quality, Mental = training/unit properties
Unit HPCON × 5 (standard Entity calculation)
CHA BonusCHA ÷ 10 (minimum +1)
Direct Command1 unit, full CHA bonus
Extended CommandCHA bonus units, half CHA bonus each
Command RangeCHA in squares
New OrderAction cost
Standing OrderFree Action
Morale Checkd20 + (CON − Threat) + CHA Bonus ≥ 11
Morale CascadeAdjacent units check when one breaks
RoutedFlees toward safety, can be rallied
RallyAction, d20 + (CHA − Threat) ≥ 11
CorneredSecond check: pass = last stand, fail = surrender/destroyed
Commander XPNone from commanding; yes from personal combat

Status

Status: Canonical

This extension builds on core TDGS rules. It does not redefine them.

Core documents referenced: Document 3, Document 4, Document 12, Document 14