SSE's 2E Mass Combat System D20

This system is designed to create efficient encounters which utilize large amounts of units, relying on character players to play as commander roles and mass units be grouped up as swarm battalions. This utilizes the swarm mechanic of SSE 2E, grouping up similar NPCs together.
==Battlefield & Encounter Changes==
=== The Encounter Map ===
Every hexagon represents a large section of territory which can be placed over a map. These are where battalions would go, appearing as hexagons. Every face of a hexagon is a direction the swarm battalion can traverse towards. A hexagon is considered a single tile. This can also be translated into a game, using areas sectioned out.
Different tiles can have certain environmental or terrain differences to others which can alter outcomes between battalions and commanders.
=== Commanders & Battalions ===
Commanders are individual player character(s) either grouped up or alone who's goal is to lead the battalions (all stats including HP + initiative for the main fighters must be combined for a shared commander). They will roll for initiative like a normal encounter against other commanders and after their turns are finished for a round, the battalions' turn order begins.
=== Turn-Based Initiatives ===
Like normal combat encounters, initiatives are made for individual characters and usually swarm groups would share the same initiative but in the case of mass combat, battalions will always be placed at the bottom of commanders who roll for initiative. Battalions will then go first if their commander was first during the previous turn-based. This also ensures speeding up turns when handling multiple battalions. Every commander can utilize a set amount of battalions depending on their perks and CHA bonus. Below is a list on how many battalions can exist for a commander and the requirements:
	CHA Bonus	Battalion Amount		Perk Level	With Natural Leader (Base Lifestyle Perk)	With Territorial Commander (Paragon Conflict Perk)
	-5 to -1 	0 		Level 0 	+1 	
	0 	1 		Level 1 	+1 	
	1 	3 		Level 2 	+2 	
	2 	5 		Level 3 	+2 	
	3 	7 		Level 4 	+3 	
	4 	9 		Level 5 	+3 	14
	5 	11 		MAX 	14 total 	14 total
	 	 		 	 	
=== Objective ===
The objective of these encounters is to take down a commander, which will take down all their battalions in the process. When commanders and battalions fight each other, an attack and counter roll is necessary but if a battalion vs a battalion occurs, no rolling is required and the attack will be guaranteed to hit. What matters most is the battalion's used. Body-parts are ignored when battalions fight battalions or when a battalion attacks a commander. If a commander utilizes specific body-part attacks, they do not apply their special effects or lethal to battalions; only influencing commanders. Tile-based abilities like setting traps or a certain amount of tiles on fire will be reduced to 1 tile only. These details will be repeated in the description of commander actions. 
If all commanders from one team/side are down, that is an immediate loss. Objectives can differ, including defense or protecting a structure that is found in a tile.
Commanders must direct the battalions they control, rolling certain stats to have them do certain actions. Depending on the difficulty of the action, it may have a higher DC to beat. Commanders can also utilize their own equipment and actions against other commanders or battalions but are limited with movement actions as well unless certain mounts/vehicles are acquired. Even if multiple players are in one commander tile, only one character can be the acting commander and only 3 action points can be made. These battalion commands are listed below:
STAT ROLL	Battalion Command 	Commander Action Point Cost 	Battalion Action Point Cost	Description 	Base DC
CHA 	Attack 	Free bonus action, limited to battalion AP	1 	Command a battalion to attack a commander or battalion. The attack is guaranteed to land if it is another battalion. This can be done after the commander's turn ends as a reaction. 	5
INT 	Telegraph & Counter 	1 	1 	Command a battalion to stand guard, prepared for an attack. If this is successfully done, they reduce the incoming damage to said battalion by 2 points. The commander must sacrifice an action point from their turn to spend it on this command for a limit of three battalions only per round. 	12
MVT 	Move Tiles 	Free bonus action, limited to battalion AP	1 	Command a battalion to move to another tile. The amount of tiles is limited to the battalion. This can be done after the commander's turn ends as a reaction. 	2
STAT ROLL	Commander Altered Actions	Commander Action Point Cost 	 	Description 	Base DC
MVT 	Moving Tiles 	1 	 	The commander party can only move 1 tile at a time but with the correct vehicle for the terrain, they can move 3 tiles in total. Moving is guaranteed and acts like disengage to avoid being attacked by a reaction if near a hostile. The commander can only move once per round unlike normal encounters. 	None
Depends 	Attacking 	Depends 	 	When a commander attacks, they cannot attack targets that are blocked by terrain or other targets/allies/battalions. If the commander uses a PER attack, they are limited to a range of 5 tiles like an artillery battalion. Body-parts are not ignored unlike battalion vs battalion, but striking mental will not cause lethal to battalion targets. Tile-based abilities like setting traps or a certain amount of tiles on fire will be reduced to 1 tile only.	Depends
=== Battalion List ===
All battalions are listed below. The first three are default and accessible to any type of wastelanders the players come across. They can be sorted into any of these three. The rest have specified requirements to have those battalions. Customized battalions requires Natural Leader to be maxed. Take notice that battalions which take up rows of tiles must always be side-by-side when moving.
Symbol 	Battalion Archetype 	Details 	Archetype Actions 	Additional Requirement 	Base Hit Points 	Action Limitations 	Battalion Stats 	Weaknesses
Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions 	Default Battalions
 	Infantry Archetype 	Provides ground control, acting like a barrier to the commander and direct units. Must be right next to another battalion to attack them. 	
* Attack: Deal 1 damage. Deals 2 to cavalry.
* Move: Move a single tile. Takes up three tiles in a row. 	
* Any 5+ Wastelanders.
* Considered Level 0. 	2 HP Per Waster (20 HP MAX) 	1 total action 	STR +5 	Too stationary, sitting ducks against range.
 	Cavalry Archetype 	Provides mobility, piercing, and board control. Must be right next to another battalion/commander to attack them. They are immune to artillery attacks and receive extra damage from infantry attacks. 	
* Attack: Deal 2 damage.
* Move: Move three tiles. 	
* Any 5 Wastelanders.
* Considered Level 0. 	5 HP 	2 total actions 	MVT +5 	Low HP reserves. Receives extra damage from infantry battalions.
 	Artillery Archetype 	Provides range and firepower support from a distance. Can attack targets up to 5 tiles away except next to them. 	
* Attack: Deal 2 damage.
* Move: Move a single tile. 	
* Any 5+ Wastelanders.
* Considered Level 0. 	2 HP 	1 total action 	PER +5 	Unable to defend or attack battalions next to them. Really low HP reserves.
Symbol 	Battalion Archetype 	Details 	Archetype Actions 	Additional Requirement 	Base Hit Points 	Action Limitations 	Battalion Stats 	Weaknesses
Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions 	Specialized Battalions
 	Espionage Archetype 	Provides surprise, mobility, and range. Can attack battalions up to 2 tiles away. When in stealth, they are only visible when attacked or if a commander themself sees/commands a battalion to check the espionage's position if within 5 tiles view range. They are blocked if another battalion is between the view. Must roll PER to beat the battalion's stealth roll. Cannot be attacked when in stealth and are revealed when the espionage attacks. Starts in stealth during an encounter. 	
* Attack: Deal 3 damage.
* Move: Move two tiles.
* Stealth: Go into stealth when on a new tile. 	
* 5+ Wastelanders.
* Considered Level 0.
* Must be skilled in stealth. 	3 HP 	2 total actions 	Stealth +5
MVT +2
PER +2 	Low HP reserves. Vulnerable when visible.
 	Waypoint Archetype 	Provides mobility and board control. Can attack targets up to 3 tiles away. They can only reappear on a tile the units are affiliated with: black marsh or forest. They are immune to espionage attacks. 	
* Attack: Deal 1 damage.
* Move: Move a single tile.
* Teleport: Can reappear on a tile with a forest/black marsh 10 tiles away. 	
* 5+ Wastelanders.
* Considered Level 0.
* Must be eldritch plants or black marsh entities. 	3 HP 	2 total actions 	NTR +5 	Low HP reserves. Bad damage for okay range.
 	Guardian Archetype 	Provides powerful defense. Cannot attack battalions or commanders. Decent mobility. 	
* Attack: Deal 0 damage.
* Move: Move two tiles. 	
* 5+ Wastelanders.
* Considered Level 0.
* Must be using large constructed defenses. 	25 HP 	1 total action 	STR +15
CFT +2 	Cannot deal damage.
 	Medic Archetype 	Provide recovery for battalions. 	
* Attack: Deal 0 damage.
* Move: Move a single tile.
* Heal: Restore +3 HP to battalions only. +1 HP to commanders. Can only heal if next to target. 	
* 5+ Wastelanders.
* Considered Level 0.
* Must be doctors and nurses. 	1 HP 	1 total action 	MED +5 	Cannot deal damage. Low HP reserves.
 	Tank Archetype 	A powerful battalion filled with tanks. After attacking, this battalion has a three round cooldown. Can attack targets up to 8 tiles away. 	
* Attack: Deal 5 damage.
* Move: Move three tiles. 	
* 5+ Wastelanders in tanks.
* Considered Level 3. 	25 HP 	1 total action 	MVT +15
CFT +2 	Attacks have a long cooldown.
Mix Count 	Battalion Archetype 	Details 	Archetype Actions 	Additional Requirement 	Base Hit Points 	Action Limitations 	Battalion Stats 	Weaknesses
When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.	When customizing a battalion, the mix count must be maxed out for a complete battalion. Base battalions show the total while mixture options show how much it adds to the count. A weapon type must also be chosen for said battalion and this can only be one. Look into the base ranged or melee weapons from the equipment compendium which allows the battalion to utilize that equipment action. Weapon damage is reduced to 0 and relies on the battalion's attack damage. Requirements must be met by the battalion to utilize certain equipment. Depending on the units available in an encounter will influence the amount of customized battalions and types that can exist.
Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions 	Customized Battalions
Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions 	Base Battalions
/3 	Weapons Archetype 	Can utilize a single equipment action, shared universally to all units in this battalion. Can only attack a tile they are next to on the battlefield. 	Depends 	
* Any 5 Wastelanders.
* Considered Level 1. 	10 HP 	1 total action 	Depends 	Depends
Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options 	Mixture Options
+1 	Battler Units 	Add combat units to a custom battalion. They specialize in a balance of dealing damage and moving tiles. 	
* Attack: Deal +1 damage.
* Move: +1 tile for moving. 	 	 	 	Adds PER +2 	
+1 	Surmount Units 	Add organized units to increase the size of a battalion. They specialize in area coverage. 	
* Attack: Adds no damage.
* Move: Takes up two tiles in a row. 	 	 	 	Adds STR +2 	
+1 	Mounted Units 	Add units that can travel more efficiently. They specialize in mobility. 	
* Attack: Adds no damage.
* Move: +2 tiles for moving. 	 	 	 	Adds MVT +2 	
+1 	Tactical Lieutenants 	Adds a unit that improves the battalion efficiency. Telegraph & Counter base DC lowered by 7 points for a battalion with this. 	
* Attack: Adds no damage.
* Move: Adds no tiles. 	 	 	 	Adds INT +2 	
+2 	Medical Aiders 	Adds units that are great medics and doctors. They specialize in a balance of recovery and mobility. 	
* Heal: +1 HP to target. Can only heal if next to target.
* Move: +1 tile for moving. 	 	 	 	Adds MED +2 	
+2 	Goliath Marchers 	Adds strong units that are powerful deterrents in combat. They specialize in power and brute force. 	
* Attack: Deal +2 damage.
* Move: Adds no tiles. 	 	 	 	Adds STR +3 	
+2 	Power Armor Knights 	Adds powerful armored units in combat. They specialize in power and mobility. 	
*Attack: Deal +1 damage.
* Move: +2 tiles for moving. 	 	 	 	Adds STR +2 	
+2 	Hounds 	Adds useful hounds that assist with detecting stealth targets immediately if they are 5 tiles nearby. 	
*Attack: Adds no damage.
* Move: +1 tile for moving. 	 	 	 	Adds NTR +2 	
+2 	Androids 	Adds many androids to a battalion's unit count. They specialize in intelligence and power. 	
*Attack: Deal +2 damage.
* Move: Adds no tiles. 	 	 	 	Adds INT +3 	
Category:2E - Second Edition