Pathfinder (Wrath of the Righteous)
Mass-Combat - Battle field conditions
In mass combat, oftentimes the specifics of the battlefield will greatly influence the outcome. 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.
- Battlefield Advantage: If an army is particularly familiar with a battlefield, it’s OM and DV increase by 2.
- Cliffs: Cliffs or steep climbs are marked on square borders and they take an entire battle round to climb up or down. The climb Requires a roll of 1d20+ACR (DC 10 for a steep climb, up to DC 20 for a vertical cliff) and failure still wastes your round. The climb reduces DV and OM by 4 until your next round. Cliffs are Impassable for mounted troops unless there is a specific approach. Winged armies ignore cliffs.
- Darkness: Darkness reduces all armies’ OM by 2 and DV by 2. Increases Hidden movement rolls by 3.
- Dim Light: Dim light reduces all armies’ OM by 1. Increases Hidden movement rolls by 1.
- Fog: Fog reduces damage by half and gives the armies a +2 bonus on Morale checks to use the withdraw tactic. Fog adds +2 to hidden movement rolls.
- Fortifications: Fortification lines are marked between squares. They increase DV by +2 and up to +16 for the army controlling the fortifications. Normal is +8. Fortifications can be climbed like cliffs (DC 20), and often requires siege engines or engineer support to blast open.
- Fortresses and Towers: Fortresses and towers are in squares rather than on borders. For the army housed in them they increase OM for ranged attacks by +2 and increase the DV by +2 and up to +16. An army can occupy a tower or fortress and enjoy its benefits only if it is the same tactical size or smaller (i.e. an army with a tactical size of 2 can occupy a fortress of 2 squares but not a tower of 1 square). Fortresses and towers can activate siege engines without the need for an army in them. A tower mounted with a siege engine adds +2 to range attacks to all allied armies within its range as long as the enemy unit targeted is also within the tower’s range. Fortresses and towers can be climbed like cliffs (DC 20), and often requires siege engines or engineer support to blast them.
- Forest, Marsh, sand, built up areas etc.: on DM’s discretion these terrains can offer concealment for hidden movement, halve movement speed (difficult terrain) etc.
- Rain: Rain reduces Ranged OM by 4.
- River: Width of at least one square. Halves movement if there is no bridge. Requires a roll of 1d20+ACR (DC 10) to cross for shallow rivers. Deep rivers can’t be crossed without a bridge or an engineer support. An army crossing a river suffers -2 to DV.
- Sandstorm: a sandstorm counts as fog and deals 1 hp of damage to all armies during each Battle round
- Snow: Snow affects ranged attacks like rain, and deals damage like sandstorm.
- Death Zone: these are squares where the enemy has placed traps and barriers. They reduce movement rates by half and deal 1 point of damage per round, per square crossed. Engineer support can reduce these penalties.
- Wind: Wind modifies ranged attacks OM by -2 and up to impossible.