Ultimate Battle
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Ultimate Battle
$9.99

The Field of Battle

When two or more armed forces representing opposing interests collide, you have a battle. On the field of battle, players do not draw upon the individual resources of their characters. Instead, they lead and support the armies serving under them as they clash steel to steel with the forces of their enemies. A battle plays out over several rounds, each of somewhat arbitrary length, though 1d6 hours is a reasonable approximation. Each round consists of several phases, wherein characters decide upon the actions their armies will take, hurl them into the fray with missile and melee attacks, and then determine which armies are still standing with bodies and will unbroken.

In order to better showcase the great variety of tactical options possible on the battlefield, especially a fantasy-based battlefield, we present here a large number of alternate and supplemental rules to enhance the mass combat rules presented in Pathfinder Roleplaying Game Ultimate Campaign. There are large amounts of additional Command Boons, Tactics, and Special Abilities for your armies, enhanced roles for commanders and leaders and an enriched abstract system of resolving battlefield combat, as well as dealing with the aftermath of war. These expanded rules give players more options not only in how to conduct a battle but also in how to plan the special training they might give their troops, the tactical exploits they might use with several armies together in coordination, and how they as a country will approach war in general.

These rules for mass combat, while more detailed than those in Pathfinder Roleplaying Game Ultimate Campaign, are nonetheless still an abstraction, not a highly detailed miniatures wargame. They are intended as a supplement to the ordinary careers of adventuring leaders, not a replacement for it, providing a mass combat system that can be easily played out during the course of a single game session, even with complex battle scenarios.

Battle Zones

Any battlefield has three primary zones. These zones are abstract rather than geographic, and represent where armies are in relation to one another. An army may begin a Battle phase in the Ranged zone, but if an enemy army advances and engages them, they are now considered to be in the Melee zone even if they have not actually moved. If the army attacking them is destroyed and no other army engages them, they return to the Ranged zone.

It is perhaps easiest to think of these zones as concentric circles, with the Melee zone at the center, surrounded by the Ranged zone, with the Camp zone beyond it. A line down the center of the circle divides it in half, with one army’s forces in its Melee, Ranged, and Camp zones and its enemy’s forces in theirs.

Camp Zone: This represents an army’s base of operations, which may be a temporary bivouac or a permanent fortification. Armies in the Camp zone cannot participate in a battle unless enemy armies move into the Camp zone. Generally speaking, armies cannot enter their enemy’s Camp zone as long as the enemy has active armies in the Melee or Ranged zone (but see Moving an Army).

Command Zone: This is the area where the army’s commanders direct the flow of battle. This area is generally considered part of the Camp zone and cannot be directly attacked as long as the active armies are present in the Melee and/or Ranged zones.

Ranged Zone: This represents the back lines of an army on the field, with forces either arrayed to engage in ranged combat or simply to hold in place in reserve. Armies in the Ranged zone cannot be attacked in melee.

Melee Zone: This represents the front lines of any battle, where forces meet in close and brutal combat. Armies in the Melee zone can be attacked with melee or ranged attacks.

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