5e Mass Combat Cheat Sheet

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Transcript of 5e Mass Combat Cheat Sheet

  • 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