War and Battle Dice

Building War or Battle Dice

  • 1 d6 (4-6 succeeds) per Division of 100 arms
  • 1 d10 (6-10 succeeds) per Legion of 1000 arms.
  • 1 d100 (50-100 succeeds) per Battalion of 10,000 arms.
  • Hit and AR Bonus is +1 per 10 levels (legion). Roof of +8. Use as either a Hit Bonus (HB) or to increase Attack Rate (AR)
  • Combined Battallions, Legions and Divisions = Armed Force (AF)
  • Level of Armed Force is 1, +1 per 100 arms. Multiply damage Rolled by Level of Armed Force
  • Damage of Armed Force is Level x Number of Divisions = damage
  • Add Total Roll and Damage
  • Highest Damage Wins Each Assault, War, Skirmish or Battle as called.
  • Armed Force HP for mortals: Level x 10 + 200 x Number of Divisions
  • Armed Force HP for mix of mortals and immortals: Level x 20 + 150 x Number of Divisions
  • Armed Force HP for immortals: Level x 30 +100 x Number of Divisions
  • Figuring Survival Rate: Divide HP of Armed Force by how many arms make up the Armed Force to calculate HP of a single fighter. (HP / arms = War HP of single fighter.) Divide HP remaining at the end of a battle by HP of a single fighter for how many survived. Some of these survivors will be wounded. Roll a 1 d100 to determine what percent of actual HP a survivor or group of survivors has.
  • If Armed Force HP runs out then entire Armed Force is destroyed. If a defeat is emminent, an Armed Force can retreat or surrender and player of each Armed Force decides who survived out of those remaining. If rolling war dice just to decide who wins a battle, Roll once and play out results of a defeat and victory.

Examples of War Dice

  • 800 human arms = 8 Divisions, level 9 = 9 x 8 = 72 total damage or power, HP 2320, HB 0, AR 1
  • 2500 mixed arms = 25 Divisions, level 26 = 26 x 25 = 650 total damage or power, HP 16,750, HB+2, AR+3
  • 800 immortal arms = 8 Divisions, level 9 = 9 x 8 = 72 total damage or power, HP 2960, HB 0, AR 1
  • 100 mortal arms = 1 Division, level 2 = 1 x 2 = 2 total damage or power, HP 220
  • 100 immortal arms = 1 Division, level 2 = 1 x 2 + 2 = 4 total damage or power, HP 160
  • 100 mixed arms = 1 Division, level 2 = 1 x 2 + 1 = 3 total damage or power, HP 190

Q&A

  • When are these dice best used?

  • A: -- When players want to resolve the outcome of a war, skirmish, or battle quickly, or when they want to break armies down to a simple form.

  • What is the game leader of a war or battle called?

  • A: -- A War Master (WM), or the Game Master (GM) writes and guides a battle.

  • How do I determine the level of an Armed Force?

  • A: -- Set levels at +1, +1 per each division, at +10 for each legion, and at +50 per each battalion. Set Dice at +1d6 per each division, +1 d10 per each legion, and +1d100 per each Battalion.

  • What can these dice be used for?

  • A: -- Use dice for each skirmish in a war or battle. Or use to quickly decide who wins a war, battle or skirmish

  • How many legions am I allowed?

  • A: -- As many legions as your leader character has gained through active play, has been granted by another character through active play, or as many as the GM allows.

  • Are there level limitations?

  • A: -- Yes, legion levels cannot be below 2, or be above 200 unless a GM allows it.

  • Why are immortal Armed Force HP lower than mortal Armed Force HP at level two?

  • A: -- Immortals only have lower HP at low levels. Their HP surpasses mortal health as they age and gain experience.

  • Can each division be assigned its own level?

  • A: -- Yes, if the war master or GM wishes to assign them.

  • Are there bonuses for War Dice?

  • A: -- Yes, leadership bonuses often apply to War Dice, such as Battle Stratgey, which gives an AF +1 init. Any battle or war oriented bonus can apply to War Dice.

  • How do I write and guide a battle?

  • 1-First make one sheet for each Armed Force. Assign levels to each Armed Force, or Division.
    2-Make war dice on each sheet as stated above, see examples if necessary.
    3-Place HP of active Armed Force below dice on sheet.
    4-Roll AF dice, highest roll (AF dice x level) wins skirmish. Players can also call ACE successes, where highest number of aces (dice max rolls) wins. Subtract total damage (AF dice x level + damage) from HP of Armed Force which lost the skirmish
    5-Play until either one army retreats, surrenders, or is crushed (at 0 HP). Retreating armies (without retreat bonuses) take half damage of one final roll from enemy forces. This makes timing for retreats crucial.
    6-Use Survival Rate instructions above to determine how many survived an assault, battle, or war. Play out results..