5e Mass Combat Cheat Sheet
Transcript of 5e Mass Combat Cheat Sheet
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8/20/2019 5e Mass Combat Cheat Sheet
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Scale and Terms Time: 1 round = 1 minute
Distance: 1 square = 20
Speed: Divide speed by 5
Stand: 10 creatures
Unit: Collecon of stands
Solo: Single creature, PC or NPC
Isolaon: When isolated, suer Disadvantage on saves, and aacks against get
Advantage.
Unit type Skirmisher Regiment Solo
Iniave Highest DEX Lowest DEX Own DEX
Isolaon >1 square >0 square >1 square
Can be moved
through
Yes No Yes
Special Acon Hide (each stand
does Stealth check)
Congure Join/Leave, Hide
Other Notes - Advantage on DEX
saves
- Friendly units can
move through
Conguraons:-
- Aid: Stands not aacking give Adv to
adjacent stands. Move at 1/2 speed.
- Defend: Can't use aack. +2 bonus to
AC. Move at 1/2 speed.
- March: Move at full speed.
- Can be Commander
- Takes up same space as enre stand
- When joined, moves as part of unit,
remains if unit dies, Can immediately
join adjacent stand in same unit
Bale Acons Aack: As normal, but melee reach of 10+ gives bonus
aack.
Cast Spell: As normal. Stands which cannot cast, can
take another acon.
Dash: Move twice
Special Acon: Congure/Join/Hide
Retreat: Move even if adjacent to opponent
Note: Movement can be done with any acon, as nor-
mal, but cannot be done if adjacent to enemy stand
Turn Order
1) Move and do unit acons, in Iniave orde. Mark stands at 0hp
as a casualty. Do not remove as they may sll have a turn (all
aacks are simultaneous)
2) Aer all units have had their turn, eliminate all casuales. Solos
make up-to 10 death saves.
3) Units which have lost 50%+ of stands, do DC10 WIS save using
highest WIS modier of unit. On fail, they are broken, and DM
must make them run away unl rallied.
4) Score Victory Points
Commander Bonus Acons
Prepare: DC15 Inmidaon/Persuasion check. On
success, unit gains Advantage on all saves for 1 turn.
Incite: DC15 Inmidaon/Persuasion check. On suc-
cess, unit gains Advantage on all aacks for 1 turn.
Rally: Stop a broken unit from running, and return
them to the ght.
Terrain Road: Add 1 square movement if end turn
on road.
Forest: Half cover. Dicult terrain.
Water: Dicult terrain if shallow. Only
creatures which can swim can enter deep.
High Ground: Gives Advantage on melee
aacks vs lower targets. Costs 1 square
movement per 20’ altude change.
Ranged Aacks Spells must eect 50% of a target stand. E.g. H1 is aected, H2
may not be
Ranged aacks must reach half way through a stand, from near-
est side of aacker. E.g. B aected, A, C, not