Wargame

The Akkem Isles Campaign has a feature to play control units through your character as a commander. The Commanders may only control as many units as they have command points and may only attach to a single unit at a time to grant special bonuses.

## **Basics**

### Units

There are 5 unique unit types that draw their prowess from specific ability scores when a commander is attached to a unit :

* Defender - Str/Con
* Skirmisher - Str/Dex
* Cavalry - Str/Dex
* Caster - Wis/Cha/Int
* Ranged - Str/Dex

### **Turns**

Each side takes it turn all at once giving orders for their units to follow. Attacks are all resolved after orders are given and armies resolve their actions. When all the armies on one side have resolved all actions then the other side may begin their turn. the end of a round is is when each side has resolved all actions.

In the first turn of combat initiative is rolled for each side, the side with the highest initiative goes first.

### **Commanders and Commanding**

A Commander may choose to Attach to a unit and enable features for that army based on their Army level, more experienced soldiers are capable of amazing feats on the battlefield that may turn the tide at any moment.

Commanders, or PCs, increase the Morale and Attack of the units they command equal to their commander level.

### **Army Level Increases**

The units begin at level 0 and each level increases the units Morale and Saves increases by 1.

### **Attack and Defense**

Attacking melee units become engaged and can only move away if the enemy is defeated, retreating, or you are retreating. Any unit attacked by a melee unit becomes engaged.

**Attack**: Raw d20. Add (*Stat Mod*) if being commanded by a Heroic Character.

**Armor Class**

The Armor class of each unit is as follows:

8 + Number Bonus + Type Bonus

#### **Damage**

Basic attacks between units deal 1 damage but Powers and Skills can sometimes do more.

### **Hit Points**

Each unit gains hit points based on their experience level, number of soldiers, and unit type.

Unit Hit Points = 1 + Number Bonus + Type Bonus + Unit Level

## **Army Units**

Each unit type has a speed that corresponds to how many squares that unit can move each turn if not engaged and over normal terrain.

#### **Attacking**

Attacking melee units become engaged and can only move away if the enemy is defeated, retreating or you are retreating. Any unit attacked by a melee unit becomes engaged.

Any unit that attacks loses all of its remaining movement for that turn.

**Range**

Ranged and Caster units may make a ranged attack at a range of 3 squares.

#### **Movement**

Each Army can move a number of squares each turn.

Defender = 1 square, 2 square if moving in a straight line in the direction they are facing.

Skirmisher/Ranged/Caster = 2 sqaures

Cavalry = 3 squares

#### **Morale**

Each unit gets morale and when it gets to 0 the unit gets and gives disad on attacks.

Morale = 1 + Number Bonus + Type Bonus + Unit Level

#### **Critical hits**

Critical hit damage is applied to the Commander of the group and if killed that unit gets and gives disadvantage on all d20 rolls.

Critical hits do double normal damage.

Commanders have HP equal to their Commander Level.

#### **Retreat**

Retreating stops that unit from doing anything other than retreating for 1-2 turns in which it may move up to 2 squares per turn without provoking opportunity attacks.

### **PC Controlled Unit**

The Player Character may still use their own abilities while commanding an army.

Can use action to:

* Attack/Ability
* Move
* Rally - Gain 1 morale
* Retreat

## Battles

There are multiple ways to use an army to attack an enemy, be it a fort, supply line, castle siege, ambush, assassination, or fighting another army.