Mass Combat Spec (ForAI)
AI-optimized specification for armies, units, commanders, orders, and morale.
# TACTICAL DICE GAME SYSTEM (TDGS) - EXTENSION # Title: Mass Combat # Version: 1.0 # Purpose: AI-readable specification for armies, units, commanders, orders, and morale # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ Extension defining rules for mass combat: units (groups of soldiers as single entities), commanders (who issue orders and inspire morale), and the morale system that determines when armies break. BUILDS ON: - Document 3: Resolution Mechanics - Document 4: Luck - Document 12: Progression - Document 14: Movement & Positioning DOES NOT REDEFINE CORE RULES. ================================================================================ CORE PRINCIPLE ================================================================================ A unit IS an Entity. Standard Entity framework applies: race, class, nine stats, HP, traits. Resolution formula unchanged. No parallel systems. ================================================================================ UNIT STATS ================================================================================ Physical Stats (Soldier Quality): STR = Collective fighting power DEX = Coordination, formation precision REF = Reaction speed as a group CON = Staying power, discipline under fire MOV = March speed, tactical mobility Mental Stats (Unit Properties): INT = Tactical adaptability WIS = Situational awareness CHA = Unit cohesion, esprit de corps LUK = Fortune as a group ================================================================================ UNIT SCALE ================================================================================ Formation | Size | Stat Range --------------|-----------|------------ Squad | ~10 | 10-30 Platoon | ~25-50 | 25-45 Company | ~100-200 | 35-60 Battalion | ~500-1000 | 50-80 Regiment | ~2000+ | 65-100 Race template defines exact stats. Scale mismatch is legal (squad vs battalion = bad odds for squad). ================================================================================ UNIT HP ================================================================================ FORMULA: HP = CON x 5 (per standard Entity rules) MEANING: - Represents fighting strength (casualties + morale combined) - At 0 HP: unit destroyed, cannot be rallied ================================================================================ UNIT CREATION ================================================================================ RACE: Defines unit type and scale. Examples: Infantry Company, Cavalry Squadron, Archer Regiment Content defines unit races. CLASS: Defines training and specialization. Examples: Veteran, Elite Guard, Irregulars Content defines unit classes. PROCESS: 1. Select race (unit type) 2. Determine base stats from race 3. Select class (training) 4. Apply class abilities ================================================================================ UNIT PROGRESSION ================================================================================ BATTLE XP: Units earn XP from challenges per Document 12. They faced danger, they survived, they learn. TRAINING XP: Downtime drilling awards XP. Content defines costs (gold, time, trainer) and XP awarded. SPENDING XP: Units spend XP on class levels and stat increases. Standard progression rules (Document 12) apply. ================================================================================ CHA BONUS FORMULA ================================================================================ FORMULA: CHA Bonus = CHA / 10 (round down, minimum +1) CHA | Bonus ------|------- 1-10 | +1 11-20 | +2 21-30 | +3 31-40 | +4 50 | +5 80 | +8 ================================================================================ COMMAND STRUCTURE ================================================================================ DIRECT COMMAND: - 1 unit - Full CHA bonus to morale checks - Must be within command range EXTENDED COMMAND: - CHA bonus additional units - Half CHA bonus (round down, minimum +1) - Must be within command range COMMAND RANGE: - Commander's CHA in squares UNIT OWNERSHIP: - One commander per unit - Transfer = release (free action) + claim (action) ================================================================================ COMMANDER ACTIONS ================================================================================ Action | Cost | Effect ----------------|--------|------------------------------------------ Standing Orders | Free | Units continue current orders New Order | Action | Change one unit's order Personal Action | Action | Commander fights, casts, etc. Rally | Action | Attempt to recover one routed unit Claim | Action | Take command of one uncontrolled unit Release | Free | Release one unit from command ORDER TIMING: Orders issued on commander's turn. Units execute on unit's REF turn. ================================================================================ ORDER TYPES ================================================================================ Order | Effect ----------|---------------------------------------------------------- Attack | Engage nearest enemy. Standard combat. (Default) Hold | +10% REF. No movement. Can attack enemies in range. Take Cover| +10% REF vs ranged. Limited movement. Requires cover. Charge | +10% STR, -10% REF until next turn. Move toward enemy. Retreat | Move away from enemy. No opportunity attacks. Cannot use if surrounded. PERCENTAGE BONUS: 10% Bonus = Stat / 10 (round down, minimum +1) ================================================================================ MORALE CHECK FORMULA ================================================================================ FORMULA: d20 + (Unit CON - Threat Value) + Commander CHA Bonus >= 11 UNCONTROLLED UNITS: d20 + (Unit CON - Threat Value) >= 11 (no CHA bonus) LUCK: Applies per Document 4. This is a d20 resolution roll. ================================================================================ MORALE TRIGGERS ================================================================================ Trigger | Threat Value | Timing ----------------------|-----------------|---------------------------- 50% HP | 10 | Once when crossed 25% HP | 14 | Once when crossed Commander Lost | 12 | Once when occurs Friendly Break | 10 | Once per adjacent unit that breaks Surrounded | 12 | Once when first surrounded Terrifying Enemy | Enemy's full CHA| Once when first engaged DEFINITIONS: Adjacent: Per Document 14's adjacency rules Surrounded: Enemies on 3+ sides (N, S, E, W) Engaged: Attacks, is attacked, or is targeted by the entity ================================================================================ TERRIFYING TRAIT ================================================================================ Content-assigned trait for entities of overwhelming power or dread. Examples: dragons, demon lords, legendary warlords, undead hordes When unit engages or is targeted by Terrifying entity: Morale check with Threat Value = Terrifying entity's full CHA ================================================================================ MORALE CASCADE ================================================================================ When a unit breaks, adjacent friendly units check morale (Threat Value 10). RESOLUTION ORDER: Lowest CON first. If weak unit breaks, may trigger additional cascades before stronger units roll. CRITICAL: One weak unit crumbles -> neighbors check -> rout spreads through army. Position commander to prevent. Target enemy's weak point to start cascade. ================================================================================ BREAKING OUTCOMES ================================================================================ Outcome | Condition | Result ----------|---------------------|---------------------------------------- Routed | Failed morale check | Flees toward safety, can be rallied Destroyed | 0 HP | Removed from battle, cannot be rallied ================================================================================ ROUTED UNITS ================================================================================ BEHAVIOR: - Move full MOV toward safety each turn - Cannot attack - Cannot receive orders - Trigger opportunity attacks when fleeing (per Document 14) - Can be attacked normally SAFETY PRIORITY: 1. Friendly board edge (if exists) 2. Nearest friendly commander 3. Directly away from threat REACHING SAFETY: Removed from battle (not destroyed). Cannot return this engagement. ================================================================================ CORNERED ================================================================================ When routed unit has no escape route: CORNERED CHECK: d20 + (Unit CON - Original Threat Value) + Commander CHA Bonus (if in range) >= 11 Result | Outcome -------|-------------------------------------------------------- Pass | Last stand: no longer routed, +10% STR until uncornered Fail | Surrender (removed) or destroyed (depends on enemy) ================================================================================ RALLY ================================================================================ RALLY ACTION: Cost: Action Range: Commander's CHA in squares Roll: d20 + (Commander CHA - Threat Value that caused rout) >= 11 Result | Outcome --------|------------------------------------------------------ Success | No longer routed, defaults to Attack order Failure | Continues fleeing, try again next round NOTE: Rally uses full CHA (not CHA bonus) - direct force of will vs fear. ================================================================================ CHAIN OF COMMAND ================================================================================ When commander is killed or incapacitated: 1. Units make immediate morale checks 2. If another commander in range has capacity: units fall to them 3. If no commander available: units become uncontrolled UNCONTROLLED UNITS: - Continue standing orders - Cannot receive new orders - No CHA bonus on morale checks - Vulnerable to morale collapse ================================================================================ EXPOSED COMMANDER ================================================================================ When commander's DIRECTLY commanded unit is destroyed: Entity that destroyed it gets one free attack on commander. Extended command units do NOT trigger this. ================================================================================ COMBAT RESOLUTION ================================================================================ UNIT VS UNIT: d20 + (Attacker STR - Defender REF) + modifiers >= 11 HERO VS UNIT: Normal damage, no special rules. Unit HP scales via race template. UNIT VS HERO: d20 + (Unit STR - Hero REF) + modifiers >= 11 Unit stats scale with formation size. ================================================================================ POSITIONING ================================================================================ FACING: Units have facing. Document 14 flanking rules apply. TERRAIN: Document 14 rules apply: - Flanking - Cover - Difficult terrain - Opportunity attacks SIZE: Race defines grid footprint (e.g., 2x2 for squad, 6x6 for battalion). ================================================================================ TURN ORDER ================================================================================ All Entities (units and heroes) act in REF order per core rules. No special mass combat initiative system. ================================================================================ XP ================================================================================ COMMANDER XP: None from commanding. Yes from personal combat. UNIT XP: Battle XP per Document 12. Training XP per content. ================================================================================ QUICK REFERENCE ================================================================================ Mechanic | Formula/Rule ------------------|-------------------------------------------- CHA Bonus | CHA / 10 (min +1) Percentage Bonus | Stat / 10 (min +1) Command Range | CHA in squares Direct Command | 1 unit, full CHA bonus Extended Command | CHA bonus units, half CHA bonus Morale Check | d20 + (CON - Threat) + CHA Bonus >= 11 Rally Check | d20 + (Commander CHA - Threat) >= 11 Uncontrolled | d20 + (CON - Threat) >= 11 Cornered Check | d20 + (CON - Threat) + CHA Bonus >= 11 Combat | d20 + (STR - REF) + modifiers >= 11 ================================================================================ STATUS TRANSITIONS ================================================================================ Normal -> [failed morale] -> Routed -> [reaches safety] -> Removed Normal -> [failed morale] -> Routed -> [rallied] -> Normal (Attack order) Normal -> [failed morale] -> Routed -> [cornered, pass] -> Last Stand (+10% STR) Normal -> [failed morale] -> Routed -> [cornered, fail] -> Surrender/Destroyed Normal -> [0 HP] -> Destroyed ================================================================================ EXTENSION STATUS ================================================================================ Status: Canonical Extension v1.0 Core documents referenced: - Document 3: Resolution Mechanics - Document 4: Luck - Document 12: Progression - Document 14: Movement and Positioning