Ragnarok Averted Special Rules

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Hiring Units

To determine the size of your army. Multiply your Charisma score by 100 and this will be your base factor. Factors are spent on the table below to acquire followers.

If the leadership proficiency is taken the the player may add 100 times one of his his class prime requisites to his factor count. This should be done as part of character generation.

There are nine kinds of units (listed below) each has special abilities a stats. Some work better in direct combat and other work better as supporting units.

Level Melee Ranged Evoker Summoner Mage Cleric Crusader Thief Bard
1 1 1 1 1 1 1 1 1 1
2 2 2 2.5 2.5 2.5 1.5 2.5 1.25 1.25
3 4 4 5 5 5 3 4.5 2.5 2.5
4 8 8 10 10 10 6 9 5 5
5 16 16 20 20 20 13 18 10 10
6 32 32 40 40 40 27 36 20 20
7 64 64 60 60 60 55 75 40 40
8 125 125 90 90 90 110 150 70 70
9 250 250 135 135 135 225 300 110 110
10 500 500 250 250 250 450 600 160 160
11 750 750 375 375 375 675 900 220 220
12 1000 1000 750 750 750 900 1200 440 440

Unit Stats and abilities are listed here.

After the initial hiring, the Characters will be able to recruit after they attempt a mission.

When experience points are rewarded to the players, they should be kept in a separate tally, and not immediately added to the Characters total. These experience points can be used for 3 different things.

  1. They can be used to level up the player character.
  2. They can be used to level up Army Units at a rate of 1000xp to 1 factor (as on the chart above) , if this is done then groups of at least ten similar units, must be leveled at the same time.
  3. They can be used to hire new units at a rate of 1000xp to 1 factor (as on the chart above).

None of these functions can be done during a Mission.

Mass Combat

Keep paper and pencil handy to keep track of the troops on both sides.
Start by dividing the opposing forces into groups of a convenient size; groups of 5, 10, or 20 usually work the best. If there is an odd number of troops, make one group shorthanded. For example, a group of 35 creatures could be divided into three groups of 10 and one group of five or seven groups of five. It is best to keep groups of similar creatures together.
Assign each group an Armor Class based on the most prevalent AC in the group. For example, if a group of 20 halflings included three leaders in chain mail and 17 archers in leather armor, the group has an Armor Class of 8. If there is a tie for the most prevalent armor type, use the worst one. Assign each group a THAC0 based on the most prevalent THAC0 in the group, as above.
Once you have assigned an Armor Class and THAC0 to each group, you are ready to begin. You may choose to roll for surprise, allowing one group to attack unopposed, but after this combat is considered simultaneous. Assign one side of the combat to be the attackers, and one side to defend. Line up attacking groups against defending groups on a one-to-one basis. Note that in some cases only part of an attacking force can get into a battle. A force of 20 dwarves guarding a cave mouth might hold out against hundreds of orcs because only 20 of them can attack at a time.
The attacking group makes a normal attack roll. If the roll succeeds, they will inflict one Hit Die on the defenders for each creature in the attacking group, ignoring critical hits Sic [some classes have special abilities that augment this]; however, do not remove any casualties yet.
Now, reverse the process, having the defenders return the attack, using the same procedure. When both sides have made all of their attack rolls, mark off enough casualties in wounded groups to account for all the Hit Dice inflicted, leaving only one wounded defender. For example, if a group of 10 orcs successfully attacks 10 3rd-level dwarves, three dwarves are killed and one loses a single Hit Die.
Repeat this procedure until one side is killed or breaks morale. Apply subsequent hits to wounded creatures first.
To save time toward the end of a combat, you can reorganize survivors into new groups.
Creatures “killed” in a mass combat are allowed a saving throw vs. death if they receive some form of healing immediately after the battle. These figures are assume to be hovering at death’s door (see Chapter One) and can be saved. If there are a lot of casualties, roll the saving throws in groups of 5, 10, or 20.

Proficiencies

There are two proficiencies for leadership.They are listed below. both will function to increase your follower factor base

Leadership
1 slot
Charisma –1,
Group: Warrior

Characters with the leadership talent understand how to motivate troops and get the most out of their men. In battlefield situations, a military unit led by the hero gains a +2 bonus to any morale checks they have to make. If you are playing with the mass combat rules in Chapter Eight, the character is treated as if he were three levels higher than he really is, so a 4th-level fighter can command troops as a 7th-level fighter if he possesses this talent.

Leadership
1 slot,
Charisma 0
Group: Warrior
A character with this proficiency has a commanding manner that makes others of his own kind inclined to respond favorably. The character adds his level of experience to his Charisma score when determining reaction adjustments (see Chapter 1 of the Player’s Handbook). This reaction bonus is only in effect when he deals with people from his homeland; the reaction bonus does not affect those of evil alignment.

Weapon

Weapon specialization and Further specialization is only permitted to single class Fighters, unless a feature of a particular kit or priesthood overrides this rule. The limit of further specialization is listed on the chart below. The Level requirement and Wisdom requirement listed are a one or the other situation, thus you must either be of level 20 or Wis 17 to specialize a fifth time in a given weapon.

Expertise level Lvl available Wis required
Prof 0 3
Spec 1 5
Further1 4 8
Further2 8 10
Further3 12 13
Further4 16 15
Further5 20 17
Further6 24 20

When a weapon Proficiency slot is used to further specialize, the player gets five (5) specialization points to spend on the chart below.

initiative APM add for level (See PHB) to hit
cost bonus cost bonus cost bonus
1 -1 2 0.5 1 1
3 -2 6 1 3 2
7 -3 10 1.5 7 3
11 4
Damage AC Crit
cost bonus cost bonus cost bonus
1 1 1 -1 2 on 19
2 2 4 -2 4 on 18
5 3 8 -3 6 on 17
9 4 11 -4 8 on 16
Range For Misile weapons only
cost bonus
2 125%
4 150%
8 175%
10 200%

Ah5. Tactics

A weapon proficiency may also be spent to purchase five (5) Tactic Points these points may be spent to learn tactics (see Known Tactics and Advanced Tactics ) This links off of this wiki so use the back button to avoid getting lost.

Ragnarok Averted Special Rules

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