mass-combat - army resources

Resources

Resources are physical assets the army can use to improve its abilities. You must spend the BP listed in “Table: Resources” 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 undead can’t enjoy the benefits of the Drummer and Trumpeter.
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 in “Table: Resources”.
There three resource types: permanent equipment, limited use equipment and support troops.

  • Permanent equipment usually cover things such as armor, weapons and the like They act like permanent bonuses. They usually require some consumption.
  • Limited use equipment is, as the name implies, a limited resource- potions, alchemical items, provisions. Once used, the resource is expanded (Or you reduce “uses”). They usually require no consumption.
  • Support troops are extra troops with some specialty, that come to the aid of the army- healers, casters, and the like. They always require consumption.

Table: Resources

Resource Basic Effect Purchase Price (BP) Added Consumption (BP)
Improved Armor +1 to DV 5 +1
Magical Armor +2 to DV 15 +2
Heavy Armor add to improved or magical armor to increase DV by +1 10 +0
Improved Weapons +1 to OM 3 +1
Magical Weapons +2 to OM, Bypass DR 25 +2
Special Material Weapons Add to Magical or Improved Weapons to bypass DR 10 +0
Short Range Weapons Enables short range 1 +1
Long Range Weapons Enables long range 3 +2
Mounts see description 12 +2
Siege Engines see description 15 per engine +3 per engine
1st level potions see description 5 -
2st level potions see description 15 -
Alchemical Kit see description 10 -
Goods See description 1 per crate -
Provisions Pays for consumption 1 per crate -
Casters Support See description 10 +3
Healers Support See description 10 +3
Drummer and Trumpeter See description 5 +1
Expert Scout See description 5 +1
Engineer Crew See description 10 +3

The costs listed on the table are for a Medium army (100 medium units). Resources for a smaller or larger army cost proportionately less or more than this amount, as per Table: Resource Scaling.

Table: 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. Siege engines, casters support, Healers support and Drummers do not scale down.

Resources Descriptions

  • Improved Armor (3 BP): The army is armed with masterwork armor, increasing DV and Consumption by 1.
  • Magical Armor (15 BP): The army is armed with magical armor, increasing DV and Consumption by 2.
  • Heavy Armor (10BP): Heavy armor increases the DV of improved or magical armors by +1, but reduces the speed of the army by -1.
  • Improved Weapons (3 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1.
  • Magical Weapons (25 BP): The army is armed with magical weapons, increasing OM and Consumption by 2. Magical weapons bypass DR/magic
  • Special Material Weapons (10 BP): When you purchase improved or magical weapons, for 10BP extra, you can arm the army with magical or improved weapons made of a special material to bypass different types of damage reduction.
  • Short Ranged Weapons (1 BP): The army is equipped with short ranged weapons (such as slings or short bows), gaining short ranged attack capability and increasing consumption by 1. Upgrading the melee weapons of the army automatically upgrades their ranged weapons too.
  • Long Ranged Weapons (3 BP): The army is equipped with long ranged weapons (such as long bows or crossbows), gaining long ranged attack capability and increasing consumption by 2. Upgrading the melee weapons of the army automatically upgrades their ranged weapons too.
  • Mounts (12BP): The mounts resource assume mounts of animal intelligence with no significant powers, such as warhorses and war dogs. Mounts upgrade the speed, DV, OM, and size of the army. DV and OM both increase by 1. Speed rises to that of an encumbered mount. (4 for war horses and war dogs). Army tactical size changes to the size of the mount. Mounts increase consumption by 2.
  • Siege Engines (15 BP per engine): Your army can include catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Each engine costs 15BP and increase consumption by 3. At the start of each battle the army must decide whether to lay out the siege engine, or have it dismantled and packed. At any round during the battle, the commander can use the “Commander’s Orders” phase to give an order to unpack the siege engines. Unpacking takes a full round per engine, in which the army can’t move or attack. If the siege engine is “unpacked” it can be used for ranged attacks, adding a bonus to ranged OM, but the army’s speed is reduced to only 1. Furthermore, in order to fire the siege engine, the army must not have moved during the movement phase. Trebuchets add +3 to ranged OM, Catapults add +2, and ballistas +1.
    Battering rams can be used in order to batter down single square-long fortifications in melee. Trebuchets, catapults and ballistas can be used to batter down single square-long fortifications, walls and towers from range. Roll a second ranged or melee attack, using only the bonuses of siege engines (each trebuchet +3, each catapult +2, each ballista and ram +1) against 10 + the fortification modifier to enemy DV, and reduce the damage from the fortification modifier. When the fortification modifier is down to 0, the fortification / tower or fortress wall is destroyed.
  • 1st level potions (5BP): Limited to 3 uses only. The potions can heal 1 ACR worth of hit points, add 1 to OM or DV, or 1 to movement or morale. All for 1 round.
  • 2ed level potions (15BP): Limited to 3 use only. The potions can heal 2 ACR worth of hit points, or add 2 to OM or DV, or 2 to movement or morale for 1 round. Alternatively, a 2ed level potion my hold any spell of levels 0-3, that has an effect of at least 6 regular rounds and a person (or an item he/she is holding) as a target. These potions will affect the army just like spell casting in mass combat.
  • Alchemical Kit (10BP): The kit contains 5 alchemical items, each can be used only once.
    Sunrod The army’s squares is considered bright light.
    Tanglefoot bag Reduces engaged enemy’s movement and initiative by 2 for 1 round
    Alchemical drought Bypasses any enemy DR for 1 round
    Anti toxin Negates enemy’s poison ability for 1 round
    Smoke stick Creates fog terrain for 1 round in the squares the army is in
  • Goods (1BP): a crate of goods costs 1BP. Crates of goods can be used to manipulate the battle field if your army posses an engineering crew.
  • Provisions (1BP): Crates of provisions can pay for consumption. An army can only live on BP when its in it’s own domain or land. Once its on the move it has to stop for hunting and gathering to keep up with its consumption. Crates of provisions can be used to pay consumption costs instead.
  • Casters Support: (10BP): Your army includes a band of sorcerers or wizards. Increase the army’s DV and OM by +1. Twice per battle, the Casters Support can increase this bonus to +2 for one round. Casters add 3 to consumption.
  • Healers Support: (10BP): Your army includes a band of clerics and herbalists. Every round the Healers can heal 1/2 ACR (round down, min 1) of hp. Twice per battle the healers can heal hp equal to the army ACR. Healers add 3 to consumption.
  • Drummer and Trumpeter(10BP): The drummer and Trumpeter increase the army’s morale by +1. Twice per battle they can increase this bonus to +2 for one round. They cost 1 consumption point.
  • Expert Scouts(5BP): The expert scouts add +2 to the reconnaissance checks and gives you one extra check on the reconnaissance phase. It also allows you to see hidden movement to a range of 6 squares rather than 4.
  • Engineer Crew(10BP): This crew can provide solutions for difficult kinds of terrain. The army must move to a square adjacent to the terrain the engineers need to take care of, and then guard the crew until the work is done. The army can move, but it must maintain a full border with the square the crew is working in at all times.
    The engineers take two roles – builders or saboteurs. As builders they can alter the terrain by building fortifications, bridges etc. As saboteurs they do exactly the opposite. Each obstacle needed to be built or destroyed has a modifier such as the modifiers fortifications add to an army’s DV.
    To build something on a terrain the crew needs crates of goods. The crew then rolls 1d20+army ACR vs. a DC of 10+ obstacles’ difficulty. The “damage” reduces the obstacle’s difficulty, and always have a minimum of 1, even if the DC was not met. Once an obstacle’s difficulty is down to 0, the terrain is altered.
Building examples Obstacle Difficulty Modifier Cost in Goods
Fortification 1 per DV bonus the fortification will grant 1 per square + 1 per DV bonus
Clearing path through hard terrain 4 1 per square
Build Bridges 5 2 per square
Prepare a death zone 5 2 per square

To sabotage and destroy an obstacle, on the army’s movement phase, the crew rolls 1d20+ACR vs. a DC of 10+ obstacles’ difficulty modifier. The “damage” reduces the obstacle’s difficulty (and makes it easier for the crew next round). The “damage” is minimum 1 even if the DC was not met. Once an obstacle’s difficulty is down to 0, the hindrance it posed is overcome.

sabotage examples Obstacle Difficulty Modifier
Batter Fortification 1 per DV bonus the fortification grants
Sabotage a Bridge 5
Clear a death zone 8

Note that An engineer crew may be used outside of battle to provide more lasting solutions, and tackle more difficult problems.

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.

mass-combat - army resources

Pathfinder (Wrath of the Righteous) ArielShatil ArielShatil