When diplomacy fails, kingdoms go to war. These rules let you create armies, assign commanders, and resolve land, sea, or aerial battles quickly without losing strategic and tactical depth. Armies are treated as single units; one Offense check per phase replaces hundreds of individual rolls.

Key Rolls at a Glance
Offense Check
d20 + OM
Damage Dealt
Offense check result − defending army's DV
Morale Check
d20 + commander modifiers + army Morale

Army Statistics

Each army is described by a standard stat block. Stat block fields:

Name
The army's name — a mercenary company name, regiment number, or informal label such as "militia from Redstone."
XP
XP awarded if this army is defeated, equal to the XP for a creature of CR equal to the army's ACR.
Alignment
Has no mechanical effect; summarizes the army's typical outlook in two letters.
Size
Determines unit count and ACR modifier. See the Army Sizes table below.
SizeUnitsACR
Fine1CR of individual creature −8
Diminutive10CR −6
Tiny25CR −4
Small50CR −2
Medium100CR of individual creature
Large200CR +2
Huge500CR +4
Gargantuan1,000CR +6
Colossal2,000CR +8
Type
The nature of the army's units (e.g., "orcs (warrior 1)"). If an army has many distinctly different units, treat it as two separate armies.
hp
ACR × average hp of 1 HD (d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5), rounded down. Only damage from other armies reduces army hp; non-army attackers are treated as Fine armies if any effect is needed.
ACR
Army Challenge Rating — CR of one unit adjusted by army size (see table above). For cavalry, use the higher of mount or rider CR. If an army's ACR would be lower than 1/8, add troops until it reaches 1/8.
DV (Defense Value)
ACR + 10 + any bonuses from fortifications or a settlement's Defense score. Used like AC — attackers must beat this to deal damage.
OM (Offense Modifier)
Equal to ACR. Added to d20 for Offense checks. If the army has ranged attacks, that is noted here; ranged and melee OM are the same unless an ability says otherwise.
Tactics
Tactics the army knows and can use. See Army Tactics.
Resources
Purchased upgrades the army has. See Army Resources.
Special
Special abilities the army has. See Special Abilities.
Speed
Hexes (12 miles each) the army can march per day. Difficult terrain halves speed. Derived from the movement speed of the army's individual units.
Morale
A modifier from −4 (worst) to +4 (best), starting at +0 for new armies. Used on Morale checks for tactics changes, rout checks, and similar effects. If Morale ever reaches −5 or lower, the army disbands.
Consumption
BP per week to maintain the army (food, pay, equipment). Base = ACR ÷ 2 (minimum 1). Falling behind reduces Morale by 2 until paid.
Commander
Name, Charisma modifier, Profession (soldier) ranks, and Leadership score. The commander must be able to communicate with the army to grant bonuses. See Commanders.

Battle Phases

Mass combat unfolds in three phases. A phase is not a fixed time period — a battle can last hours or days, but counts as one battle unless an extended break or significant change occurs (new army arrival, commander assassination, etc.).

1 Tactics Phase
The GM sets battlefield modifiers. Each commander selects a tactic their army will use for the battle.
2 Ranged Phase
Armies with ranged attacks may make one Offense check against an enemy army. Typically one round as armies advance to melee. Both sides can stay at range if both have ranged capability. Armies without ranged attacks can rush forward but cannot attack.
3 Melee Phase
Commanders select a strategy from the Strategy Track, then each army makes an Offense check. Repeat the Melee phase until one army is defeated, routs, or another event ends the battle.

Attacking and Taking Damage

All attacks within a phase are considered simultaneous — who acts first is irrelevant. Both armies can damage or even destroy each other in the same phase.

  1. Each attacking army rolls an Offense check (1d20 + OM).
  2. Compare the result to the defending army's DV.
  3. If the check ≤ DV: no damage.
  4. If the check > DV: damage = Offense check − DV.
  5. Natural 20 ≤ DV: still deals 1 point of damage.
  6. Natural 1: that army cannot attempt an Offense check in the next phase.

More than two armies: When multiple armies clash, each army chooses which enemy army it attacks each phase. Multiple friendly armies can be divided among players to speed up play.

Battlefield Conditions

Modifiers apply for the duration of the battle only. GMs should use judgment — darkness doesn't penalise an army with darkvision, fog doesn't impair one relying on scent, etc. Large-area spells lasting at least 1 hour covering a 500-foot square may alter conditions at the GM's discretion.

ConditionEffect
Advantageous Terrain Defending army with superior position (hilltop, canyon choke point, river flank): DV +2.
Ambush Entire ambushing army must have concealment. Ambusher attempts Offense check vs. target DV. If successful, target army skips the Tactics phase.
Battlefield Advantage An army familiar with the battlefield: OM and DV +2.
Darkness All armies: OM −2, DV −3.
Dim Light All armies: OM −1.
Fog Damage halved. +2 bonus on Morale checks to use the Withdraw tactic.
Fortifications Defending army adds the fortification's Defense to DV. Typical fortification: +8 DV. A settlement's Defense is set by its buildings (kingdom-building rules).
Rain Affects Ranged phase OM as severe wind (see Wind Effects table).
Sandstorm Counts as Fog, plus 1 hp damage to all armies each Ranged and Melee phase.
Snow Ranged attacks affected like Rain; damage affected like Fog.
Wind Wind modifiers to ranged attacks apply to OM in the Ranged phase (see Wind Effects table).

Army Tactics

A newly recruited army knows no tactics unless the GM specifies otherwise. An army can know tactics equal to half its ACR (minimum 0), and learns new ones from battle victories. At the start of a battle, the commander picks one tactic. After the first phase, the commander may try to change tactics with a DC 15 Morale check each phase (success switches; failure keeps the current tactic). Tactics marked * are default — all armies know them and they don't count toward the limit.

OM −2; +2 to all Morale checks.

OM +2 against armies that are not mounted. Requires the Mounts resource.

OM −2; DV +2.

For one Melee phase this battle: OM +6. After that phase the opposing army knows to expect the tricks.

OM +2; DV −2.

Once per battle: the army does not attack the retreat phase. The next phase, OM and DV +6 against the target army.

DV +4; OM −4.

OM +4; DV −4.

If the army damages the target, attempt a second Offense check; if successful, destroy one of the target's siege engines. No effect on armies without siege engines.

If the army damages the target in the Melee phase, deal 2 additional damage from reserve ranged units. Requires ranged attacks.

DV +4 against armies with the Spellcasting special ability.

No modifiers to OM, DV, or damage.

Target army checks Morale (DC 10 + your ACR) at the start of each Melee or Ranged phase. Failure: target's OM and DV −2 for that phase. After two successful checks, the target is immune for the rest of the battle.

Attempt an opposed Morale check vs. each attacking army (any may voluntarily fail). No standard Morale check needed to switch to this tactic.
  • All checks pass: army may withdraw or treat phase as Ranged.
  • Some fail: may still withdraw/treat as Ranged, but enemy armies may attack as if in Melee.
Regardless of checks: OM and DV −2 for rest of this phase.

Strategy Track

On the first Melee phase, the commander selects one of five strategies. Strategies adjust DV, OM, and damage dealt simultaneously. Each subsequent Melee phase, the commander may change strategy:

  • 1 step up or down — automatic, no check needed.
  • More than 1 step — requires a DC 20 Morale check; failure keeps the current strategy.
StrategyDVOMDamage Dealt
Defensive+4−4−6
Cautious+2−2−3
Standard+0+0+0
Aggressive−2+2+3
Reckless−4+4+6

Rout

When an army's hp are reduced to its ACR or lower, its commander must attempt a DC 15 Morale check. On a failure, the army routs — scattering and retreating. If it cannot retreat, it surrenders. When an army routs, all opposing armies may make one final Offense check (a "parting shot") before it escapes. Aggressive or evil armies might strike a fleeing allied army out of frustration.

Victory, Rout, or Defeat

An army is victorious when all enemy armies have fled or been destroyed. The aftermath differs by outcome:

Defeated (hp = 0)

The army ceases to exist as a cohesive unit. Reduce your kingdom's Economy, Loyalty, and Stability based on army size:

SizeEcoLoyStab
Fine000
Diminutive0−10
Tiny−1−10
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

Morale −1. If current hp < ACR, restore hp to ACR. The army refuses to initiate battle until you succeed at a Loyalty check during the kingdom Upkeep phase (once per turn).

A routed army can still be attacked and can still make Offense checks in battles — it just can't start one.

Victorious

Attempt a Loyalty check vs. kingdom Control DC. Success: army learns a new tactic and Morale +1 (max +4). If hp < ACR, restore to ACR.

Attempt a second Loyalty check: if successful, the commander learns a new boon.

Recovery

A resting army (no movement, no battle) heals hp equal to its ACR each day. Once per day, a Loyalty check vs. Control DC heals additional hp equal to ACR on success. Any inactive army returns to full hp after one month regardless. Healing represents both wound recovery and replacement units — new recruits, conscripts, or volunteers. If replacements are unavailable, the GM may limit recovery to half normal hp.

Commanders

Every army has a commander who maximises its effectiveness. Without a commander, the army loses 1 Morale per week (offset by doubling Consumption that week). A commander must spend at least 3 days per week with the army to remain active and grant bonuses. If no commander is available, promote a unit from the army — they start with +0 Charisma, 0 Profession (soldier) ranks, and Leadership based on typical unit level or HD.

Commander Stat Block

Charisma Modifier
Added to the army's Morale checks.
Profession (soldier)
Ranks ÷ 5 (minimum 0), added to Morale checks.
Leadership
Character level (or HD for monsters) + Charisma modifier. +3 if the commander has the Leadership feat. Prerequisite for some boons.
Boons
Maximum boons known = 1 + (Profession (soldier) ranks ÷ 5). Gained through battle victories. Commander must be active to grant boon effects.

Commander Boons

When the army is at half hp or lower: +1 on Offense checks (Leadership 10+: +2).

Choose one tactic. The commander always knows it; the army can use it even if it doesn't know the tactic on its own. Can be selected multiple times (new tactic each time).

Army's DV +2.

Army gains +5 on Morale checks to change tactics during a battle (Leadership 12+: +10).

After attacks in the Ranged phase or first Melee phase, the army may use Withdraw with +2 on opposed Morale checks (Leadership 10+: +4).

If the army fails a Morale check to avoid a rout, it may reroll (must accept the second result).

When used: Consumption and speed halved for that week. Huge+ armies may deplete a hex's resources in 1d3 weeks, requiring movement to maintain the benefit.

Army gains +2 on all Morale checks (Leadership 12+: +4).

+1 on opposed Morale checks to prevent another army from withdrawing, and on the final Offense check against a routed army or one using Withdraw.

+2 on Offense checks against armies using Fortifications. Requires ranged attacks.

Once per battle: take −4 on Offense check to heal hp equal to half ACR. If the army has the Healing Potions resource, Triage also applies when potions are used (without the Offense check penalty).

Kingdom Leader Commanders

Kingdom leaders (Ruler, General, High Priest, etc.) may command armies. Use either Profession (soldier) ranks ÷ 5 or character level ÷ 6, whichever is higher (minimum 1) for Morale bonus and boon limit. Must remain active (3 days/week) to grant bonuses; must be present at the battle for tactics and strategy bonuses. Kingdom leaders automatically know one boon per their role:

Leadership RoleAutomatic Boons
RulerBloodied but Unbroken, Loyalty
Consort / Councilor / Heir / Treasurer / ViceroyLoyalty
GeneralBonus Tactic, Flexible Tactics, Merciless, Sharpshooter
Grand DiplomatDefensive Tactics, Merciless
High PriestHold the Line, Live off the Land, Triage
MagisterFlexible Tactics, Loyalty
MarshalHit and Run, Live off the Land, Sharpshooter, Triage
Royal EnforcerBonus Tactic, Merciless, Sharpshooter
SpymasterHit and Run, Merciless, Sharpshooter
WardenDefensive Tactics, Hold the Line, Loyalty

Losing Commanders

If an NPC commander's army is destroyed: killed (01–20), captured (21–70), or escaped (71–00). Mindless armies kill all captured commanders. Ransom: BP equal to the army's Consumption (paid to the capturing kingdom). A commander with a history of capture and ransom reduces any army's Morale by 1. If a PC commander's army is destroyed, the GM offers an escape at 25% hp or lower; otherwise the PC is captured. The other PCs may ransom or rescue the captured character.

Army Resources

Resources are purchased upgrades. BP costs are for a Medium army; scale proportionally for other sizes. Each resource adds to weekly Consumption. Resources can be transferred between armies of the same type and equal or smaller size at no BP cost (−1 Morale to the donating army). Armies may not use all resources — wolves can't use healing potions, mindless creatures can't use siege engines.

ResourceBP CostEffectRequires
Healing Potions 10 BP Up to twice per battle: skip Offense check to heal 2×ACR hp. Each use adds +3 Consumption that week. Settlement: Alchemist, Caster's Tower, Cathedral, Herbalist, Magic Shop, Magical Academy, or Temple
Improved Armor 3 BP (masterwork) / 15 BP (magic) Masterwork: DV and Consumption +1. Magic: DV and Consumption +2. Settlement: Foreign Quarter, Military Academy, or Smithy
Improved Weapons 5 BP (masterwork) / 50 BP (magic) Masterwork: OM and Consumption +1. Magic: OM and Consumption +2. Settlement: Foreign Quarter, Military Academy, or Smithy
Mounts BP = mount's ACR OM and DV +2; Consumption +1. If mounts outclass riders, recalculate ACR. Settlement: Foreign Quarter, Stable, or Stockyard
Ranged Weapons 2 BP Grants ranged attack capability; Consumption +1.
Siege Engines 15 BP each (does not scale with army size) OM +2 (regardless of number); Consumption +3 per engine. Each Melee phase, reduce enemy fortification DV bonus by 1d4 per engine. Settlement: Academy, Foreign Quarter, Military Academy, or University

Special Abilities

Each army-scale ability below translates an individual creature ability (flight, poison, spellcasting, rage, etc.) into its mass-combat effect. Filter by name to find a specific entry.

Showing all 96 abilities

This ability functions as bleed.

Once per battle, the army can heal itself as if it had the healing potions resource. This doesn't cost BP.

The army can move in or across bodies of water and ignore Defense from water barriers.

The army's animal companions increase the army's OM by 1.

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).

The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.

This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.

When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.

The army reduces its OM and DV penalties by half from darkness, invisibility, and weather.

The army takes no penalties to its OM and DV from darkness, invisibility, or weather.

This ability functions as the breath weapon ability.

Apply the unit's bravery bonus on Morale checks against fear and routs.

The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.

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.

This ability functions as bleed.

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.

Reduce Consumption by 1 (minimum 0) for any week in which the army wins a battle and is allowed to feed on fallen corpses.

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.

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.

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.

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).

Once per battle, increase the army's OM for either ranged attacks or melee attacks by 1 for the rest of the battle.

The army is immune to disease, fear, paralysis, and poison.

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.

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.

See the entry for significant defense.

The army takes no OM or DV penalties in dim light or darkness.

This ability functions as bleed.

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.

The army is immune to disease.

The army ignores fortifications made of earth or stone and can burrow under other fortifications as if using the burrow special ability.

This ability functions as the animal companion ability.

If the army damages an enemy, it reduces the enemy's OM and DV by 1 for 24 hours.

An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.

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.

The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.

Reduce an enemy's bonuses from advantageous terrain and battlefield advantage by half.

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.

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.

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.

In the first Melee phase, increase the army's OM by 1. In the second and subsequent Melee phases, increase it by 2 instead.

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.

When you create an army with this ability, choose either healing or cauldron.

When you create an army with this ability, choose either companions or animal.

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.

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.

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.

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.

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.

The army's attacks count as magic weapons.

This ability functions as channel positive energy.

The army decreases its OM and RV by 2 in bright light.

The army decreases its OM and RV by 1 in bright light.

The army takes no penalties for dim light.

At the end of a battle, the army can cure a disease on one allied army.

The army never fails Morale checks, but must always use standard tactics and strategy.

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.

The army's mounts increase the army's OM and DV by 1.

When using the challenge ability, increase the army's DV by 1 against the challenged army.

Each time the army damages an enemy army, reduce the enemy army's DV by 1.

This ability functions as paralysis.

The army is immune to fear, paralysis, and poison.

If the army takes poison damage, reduce the damage by half of the unit's poison resistance bonus.

This ability functions as bleed.

The army increases its OM by 1.

The army increases its OM by 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.

The army increases the damage it deals by 1.

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.

The army increases the damage it deals by 1.

See the entry for significant defense.

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.

The army can make ranged attacks. In the Ranged phase, it deals +4 points of damage.

The army gains the bleed ability.

The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Increase the army's DV by 1.

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).

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.

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.

The army increases its DV by 6 against armies with the spellcasting ability.

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.

This ability functions as paralysis.

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.

The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.

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).

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.

The army increases its OM by 1.

When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.

The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.

The army is immune to disease, fear, paralysis, and poison. Its DV increases by 2.

This ability functions as fear, but applies only to animals (including animal mounts).

This ability functions as paralysis, but only against targets on or in the water.

Once per battle, increase the army's OM for either ranged or melee attacks by 2.

This ability functions as paralysis.

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.

Player Characters in Battles

PCs need not sit out mass combat by commanding armies. The GM can have PCs fight smaller groups — assaulting a tower, defeating a necromancer, disrupting a commander — or use area spells (cloudkill, control water, earthquake) to alter battlefield conditions while armies clash elsewhere.

PC victory or significant spell effect: the GM may grant +4 to the army's DV and OM for that battle. PC failure: −4 to DV and OM. The GM may also temporarily grant a new tactic, alter army hp, or grant or remove a special ability.

Optional Rules

The following options apply outside of combat and come up less frequently.

Two armies of the same type and equal size can merge into one army one size larger. Choose one commander; the other may be reassigned (or their boons are lost).

The new army's stats are recalculated for its new size. Shared boons, tactics, and resources carry over; unique ones are lost. Morale = average of both. Afflictions (disease, etc.) carry over. Hit points = average percentage of each army's hp.

An army at half hp or fewer can be reformed into one size smaller with full hp (the wounded disperse home). Stats recalculate for the new size; all tactics, boons, resources, and commander are retained. Morale −1.

There is no limit to how many times an army can reform.

Place an army in a settlement to reduce Consumption to once per month instead of per week. Commander needs only 3 days per month (Morale penalty also shifts to monthly). Once the army moves out, it immediately becomes active again.

Maximum size by building: Watchtower = Small or smaller; Barracks = Medium or smaller; Castle = Large or smaller; Garrison = Huge or smaller. Gargantuan and Colossal armies cannot be put in reserve. Temples count as Watchtowers and Cathedrals as Barracks for religious troops.

Divide one army into two armies each one size smaller. One army retains the original commander; the other needs a new commander assigned. Each smaller army retains all tactics, boons, resources, and effects except size-derived stats. Each army loses 1 Morale. Each army's hp = the original army's hp percentage applied to the new size's full hp.

There is no limit to how many times an army can be split.

Sample Armies

45 sample stat blocks. Filter by category or size — both filters apply simultaneously. XP = standard award for defeating the army (same as a creature of equivalent CR).

Category:
Size:

Showing all 45 armies.

Name & Type Sz ACR hp DV OM Spd Cons. Tactics & Special
Army (Medium)
humans (fighter 2)
Med1511+111 Special: bravery +1
Army (Large)
humans (fighter 2)
Lg31613+311 Special: bravery +1
Army (Huge)
humans (fighter 2)
Huge52715+512 Special: bravery +1
Army (Gargantuan)
humans (fighter 2)
Garg73817+713 Special: bravery +1
Army (Colossal)
humans (fighter 2)
Col94919+914 Special: bravery +1
Militia (Large)
humans (warrior 1)
Lg1511+121
Militia (Huge)
humans (warrior 1)
Huge31613+321
Militia (Gargantuan)
humans (warrior 1)
Garg52715+522
Militia (Colossal)
humans (warrior 1)
Col73817+723
Boggard Army
boggards
Med2912+21*1 Special: darkvision, low-light vision, mobility advantage (swamps); *speed unaffected by swamps
Centaur Army
centaurs
Med31613+3 ranged21 Tactics: cavalry experts. Special: always treated as having mounts resource, darkvision
Drow Army
drow (warrior 3)
Med1311+3 ranged21 Tactics: dirty fighters, false retreat, sniper support, spellbreaker. Special: darkvision, light sensitivity, poison, spell resistance
Duergar Army
duergar (warrior 3)
Med1511+2 ranged11 Special: darkvision, immune to paralysis and poison, light sensitivity
Dwarven Defenders
dwarves (fighter 2)
Med1511+111 Tactics: defensive wall. Special: bravery +1, darkvision
Elite Army Commandos
humans (fighter 4); recruit 20 BP
Med31613+3 ranged21 Tactics: expert flankers, siegebreaker. Special: armor training, bravery +1, weapon specialization
Elite Mounted Knights
humans (fighter 3); recruit 9 BP
Med21115+514
Elven Wardens
elves (ranger 2)
Med1511+111 Tactics: sniper support. Special: combat style, favored enemy (orc), track
Gnoll Army
gnolls
Med1411+121 Special: darkvision
Gnome Stalkers
gnomes (fighter 2)
Med1511+211 Tactics: taunt. Special: bravery +1
Goblin Army
goblins (warrior 2)
Med½210+0 ranged11 Special: darkvision
Goblin Horde
goblins (warrior 1)
Huge31613+3 ranged11 Special: darkvision
Half-Orc Berserkers
half-orcs (barbarian 2)
Med1611+121 Tactics: relentless brutality. Special: rage
Halfling Scouts
halflings (rogue 2)
Med1411+111 Tactics: withdraw. Special: evasion, rogue talent (bleed), sneak attack
Hobgoblin Army
hobgoblins (fighter 2); recruit 8 BP
Med1512+2 ranged22 Tactics: siegebreaker. Special: armor training, bravery +1, darkvision
Kobold Army
kobolds (warrior 1)
Huge21112+221 Tactics: dirty fighters. Special: darkvision, light sensitivity
Lizardfolk Army
lizardfolk
Med1411+1 ranged21 Special: amphibious, aquatic, cannibalize
Orc Army
orcs (fighter 3); recruit 3 BP
Med21113+2 ranged22 Special: armor training, bravery +1, cannibalize, ferocity, light sensitivity
Orc Horde
orcs (warrior 3)
Med1511+1 ranged21 Special: cannibalize, ferocity, light sensitivity
Svirfneblin Army
svirfneblin (ranger 1)
Med1513+2 ranged11 Special: darkvision, favored enemy (dwarf), low-light vision, spellcasting, spell resistance, track
Tengu Army
tengus (rogue 3)
Med2912+2 ranged21 Tactics: expert flankers. Special: evasion, low-light vision, rogue talent (bleed), sneak attack
Troglodyte Army
troglodytes
Med1411+1 ranged21 Special: darkvision, paralysis
Ghoul Army
ghouls
Med1411+121 Special: cannibalize, darkvision, disease, paralysis, undead
Skeleton Horde (Medium)
human skeletons
Med112+021 Special: darkvision, mindless, undead
Skeleton Horde (Large)
human skeletons
Lg1413+121 Special: darkvision, mindless, undead
Skeleton Horde (Huge)
human skeletons
Huge31315+321 Special: darkvision, mindless, undead
Skeleton Horde (Gargantuan)
human skeletons
Garg52217+522 Special: darkvision, mindless, undead
Skeleton Horde (Colossal)
human skeletons
Col73119+723 Special: darkvision, mindless, undead
Zombie Horde (Medium)
human zombies
Med½212+011 Special: darkvision, mindless, undead
Zombie Horde (Large)
human zombies
Lg2914+211 Special: darkvision, mindless, undead
Zombie Horde (Huge)
human zombies
Huge41816+412 Special: darkvision, mindless, undead
Zombie Horde (Gargantuan)
human zombies
Garg62718+613 Special: darkvision, mindless, undead
Zombie Horde (Colossal)
human zombies
Col83620+814 Special: darkvision, mindless, undead
Worg Army
worgs
Med21112+231 Special: darkvision, low-light vision, scent, trip
Yeti Pack
yetis
Med42214+422 Special: burn, climb, darkvision, fear, scent
Tarrasque
one tarrasque
Fine179327+21 ranged28 Tactics: defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw. Special: cannibalize, fear, grab, immune to many effects, regeneration 40, scent, significant defense, spell resistance

GM Reference

Balancing Armies
Balance by ACR the same way you balance encounters by CR. Two ACR 9 armies make an even battle; so does one ACR 9 army vs. three ACR 6 armies. Monster armies with powerful special abilities may punch above their ACR.
Without a Kingdom
Replace Loyalty checks with Will saves. Replace Control DC with the primary ability DC of a monster at the party's APL (e.g. APL 12 = DC 21). Replace BP with gp × 500. Replace kingdom turns with months.
Recruiting Armies
Kingdom leaders can recruit armies from citizens. Non-leaders may need an in-game accomplishment to raise a force. Monster armies usually require a special quest — you can't simply recruit nearby goblins.
See also: Kingdom Building for the full realm-management subsystem that provides BP, Control DC, Loyalty checks, and settlement Defense scores referenced throughout these rules. · Mass Combat (GM Guidance) for table-level advice on running mass combat in a campaign.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.