Mass Combat
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.
d20 + OM
Offense check result − defending army's DV
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.
-
Size Units ACR Fine 1 CR of individual creature −8 Diminutive 10 CR −6 Tiny 25 CR −4 Small 50 CR −2 Medium 100 CR of individual creature Large 200 CR +2 Huge 500 CR +4 Gargantuan 1,000 CR +6 Colossal 2,000 CR +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.).
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.
- Each attacking army rolls an Offense check (1d20 + OM).
- Compare the result to the defending army's DV.
- If the check ≤ DV: no damage.
- If the check > DV: damage = Offense check − DV.
- Natural 20 ≤ DV: still deals 1 point of damage.
- 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.
| Condition | Effect |
|---|---|
| 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.
- 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.
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.
| Strategy | DV | OM | Damage 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:
The army ceases to exist as a cohesive unit. Reduce your kingdom's Economy, Loyalty, and Stability based on army size:
| Size | Eco | Loy | Stab |
|---|---|---|---|
| Fine | 0 | 0 | 0 |
| Diminutive | 0 | −1 | 0 |
| Tiny | −1 | −1 | 0 |
| Small | −1 | −1 | −1 |
| Medium | −2 | −2 | −2 |
| Large | −3 | −2 | −2 |
| Huge | −4 | −2 | −2 |
| Gargantuan | −4 | −2 | −3 |
| Colossal | −4 | −3 | −3 |
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.
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
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 Role | Automatic Boons |
|---|---|
| Ruler | Bloodied but Unbroken, Loyalty |
| Consort / Councilor / Heir / Treasurer / Viceroy | Loyalty |
| General | Bonus Tactic, Flexible Tactics, Merciless, Sharpshooter |
| Grand Diplomat | Defensive Tactics, Merciless |
| High Priest | Hold the Line, Live off the Land, Triage |
| Magister | Flexible Tactics, Loyalty |
| Marshal | Hit and Run, Live off the Land, Sharpshooter, Triage |
| Royal Enforcer | Bonus Tactic, Merciless, Sharpshooter |
| Spymaster | Hit and Run, Merciless, Sharpshooter |
| Warden | Defensive 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.
| Resource | BP Cost | Effect | Requires |
|---|---|---|---|
| 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.
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).
Showing all 45 armies.
| Name & Type | Sz | ACR | hp | DV | OM | Spd | Cons. | Tactics & Special |
|---|---|---|---|---|---|---|---|---|
| Army (Medium) humans (fighter 2) |
Med | 1 | 5 | 11 | +1 | 1 | 1 | Special: bravery +1 |
| Army (Large) humans (fighter 2) |
Lg | 3 | 16 | 13 | +3 | 1 | 1 | Special: bravery +1 |
| Army (Huge) humans (fighter 2) |
Huge | 5 | 27 | 15 | +5 | 1 | 2 | Special: bravery +1 |
| Army (Gargantuan) humans (fighter 2) |
Garg | 7 | 38 | 17 | +7 | 1 | 3 | Special: bravery +1 |
| Army (Colossal) humans (fighter 2) |
Col | 9 | 49 | 19 | +9 | 1 | 4 | Special: bravery +1 |
| Militia (Large) humans (warrior 1) |
Lg | 1 | 5 | 11 | +1 | 2 | 1 | — |
| Militia (Huge) humans (warrior 1) |
Huge | 3 | 16 | 13 | +3 | 2 | 1 | — |
| Militia (Gargantuan) humans (warrior 1) |
Garg | 5 | 27 | 15 | +5 | 2 | 2 | — |
| Militia (Colossal) humans (warrior 1) |
Col | 7 | 38 | 17 | +7 | 2 | 3 | — |
| Boggard Army boggards |
Med | 2 | 9 | 12 | +2 | 1* | 1 | Special: darkvision, low-light vision, mobility advantage (swamps); *speed unaffected by swamps |
| Centaur Army centaurs |
Med | 3 | 16 | 13 | +3 ranged | 2 | 1 | Tactics: cavalry experts. Special: always treated as having mounts resource, darkvision |
| Drow Army drow (warrior 3) |
Med | 1 | 3 | 11 | +3 ranged | 2 | 1 | Tactics: dirty fighters, false retreat, sniper support, spellbreaker. Special: darkvision, light sensitivity, poison, spell resistance |
| Duergar Army duergar (warrior 3) |
Med | 1 | 5 | 11 | +2 ranged | 1 | 1 | Special: darkvision, immune to paralysis and poison, light sensitivity |
| Dwarven Defenders dwarves (fighter 2) |
Med | 1 | 5 | 11 | +1 | 1 | 1 | Tactics: defensive wall. Special: bravery +1, darkvision |
| Elite Army Commandos humans (fighter 4); recruit 20 BP |
Med | 3 | 16 | 13 | +3 ranged | 2 | 1 | Tactics: expert flankers, siegebreaker. Special: armor training, bravery +1, weapon specialization |
| Elite Mounted Knights humans (fighter 3); recruit 9 BP |
Med | 2 | 11 | 15 | +5 | 1 | 4 | — |
| Elven Wardens elves (ranger 2) |
Med | 1 | 5 | 11 | +1 | 1 | 1 | Tactics: sniper support. Special: combat style, favored enemy (orc), track |
| Gnoll Army gnolls |
Med | 1 | 4 | 11 | +1 | 2 | 1 | Special: darkvision |
| Gnome Stalkers gnomes (fighter 2) |
Med | 1 | 5 | 11 | +2 | 1 | 1 | Tactics: taunt. Special: bravery +1 |
| Goblin Army goblins (warrior 2) |
Med | ½ | 2 | 10 | +0 ranged | 1 | 1 | Special: darkvision |
| Goblin Horde goblins (warrior 1) |
Huge | 3 | 16 | 13 | +3 ranged | 1 | 1 | Special: darkvision |
| Half-Orc Berserkers half-orcs (barbarian 2) |
Med | 1 | 6 | 11 | +1 | 2 | 1 | Tactics: relentless brutality. Special: rage |
| Halfling Scouts halflings (rogue 2) |
Med | 1 | 4 | 11 | +1 | 1 | 1 | Tactics: withdraw. Special: evasion, rogue talent (bleed), sneak attack |
| Hobgoblin Army hobgoblins (fighter 2); recruit 8 BP |
Med | 1 | 5 | 12 | +2 ranged | 2 | 2 | Tactics: siegebreaker. Special: armor training, bravery +1, darkvision |
| Kobold Army kobolds (warrior 1) |
Huge | 2 | 11 | 12 | +2 | 2 | 1 | Tactics: dirty fighters. Special: darkvision, light sensitivity |
| Lizardfolk Army lizardfolk |
Med | 1 | 4 | 11 | +1 ranged | 2 | 1 | Special: amphibious, aquatic, cannibalize |
| Orc Army orcs (fighter 3); recruit 3 BP |
Med | 2 | 11 | 13 | +2 ranged | 2 | 2 | Special: armor training, bravery +1, cannibalize, ferocity, light sensitivity |
| Orc Horde orcs (warrior 3) |
Med | 1 | 5 | 11 | +1 ranged | 2 | 1 | Special: cannibalize, ferocity, light sensitivity |
| Svirfneblin Army svirfneblin (ranger 1) |
Med | 1 | 5 | 13 | +2 ranged | 1 | 1 | Special: darkvision, favored enemy (dwarf), low-light vision, spellcasting, spell resistance, track |
| Tengu Army tengus (rogue 3) |
Med | 2 | 9 | 12 | +2 ranged | 2 | 1 | Tactics: expert flankers. Special: evasion, low-light vision, rogue talent (bleed), sneak attack |
| Troglodyte Army troglodytes |
Med | 1 | 4 | 11 | +1 ranged | 2 | 1 | Special: darkvision, paralysis |
| Ghoul Army ghouls |
Med | 1 | 4 | 11 | +1 | 2 | 1 | Special: cannibalize, darkvision, disease, paralysis, undead |
| Skeleton Horde (Medium) human skeletons |
Med | ⅓ | 1 | 12 | +0 | 2 | 1 | Special: darkvision, mindless, undead |
| Skeleton Horde (Large) human skeletons |
Lg | 1 | 4 | 13 | +1 | 2 | 1 | Special: darkvision, mindless, undead |
| Skeleton Horde (Huge) human skeletons |
Huge | 3 | 13 | 15 | +3 | 2 | 1 | Special: darkvision, mindless, undead |
| Skeleton Horde (Gargantuan) human skeletons |
Garg | 5 | 22 | 17 | +5 | 2 | 2 | Special: darkvision, mindless, undead |
| Skeleton Horde (Colossal) human skeletons |
Col | 7 | 31 | 19 | +7 | 2 | 3 | Special: darkvision, mindless, undead |
| Zombie Horde (Medium) human zombies |
Med | ½ | 2 | 12 | +0 | 1 | 1 | Special: darkvision, mindless, undead |
| Zombie Horde (Large) human zombies |
Lg | 2 | 9 | 14 | +2 | 1 | 1 | Special: darkvision, mindless, undead |
| Zombie Horde (Huge) human zombies |
Huge | 4 | 18 | 16 | +4 | 1 | 2 | Special: darkvision, mindless, undead |
| Zombie Horde (Gargantuan) human zombies |
Garg | 6 | 27 | 18 | +6 | 1 | 3 | Special: darkvision, mindless, undead |
| Zombie Horde (Colossal) human zombies |
Col | 8 | 36 | 20 | +8 | 1 | 4 | Special: darkvision, mindless, undead |
| Worg Army worgs |
Med | 2 | 11 | 12 | +2 | 3 | 1 | Special: darkvision, low-light vision, scent, trip |
| Yeti Pack yetis |
Med | 4 | 22 | 14 | +4 | 2 | 2 | Special: burn, climb, darkvision, fear, scent |
| Tarrasque one tarrasque |
Fine | 17 | 93 | 27 | +21 ranged | 2 | 8 | Tactics: defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw. Special: cannibalize, fear, grab, immune to many effects, regeneration 40, scent, significant defense, spell resistance |