GURPS (4th ed.)-Mass Combat.pdf

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e23 Mass Combat.qxd
C OMBAT TM
Written by DAVID PULVER Edited by SEAN PUNCH
Illustrated by ANGELA BOSTICK, GUY BURWELL, ERIC HOTZ, and DAN SMITH
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0131
®
M ASS
Version 1.0 – January 2009
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C ONTENTS
I NTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3
Publication History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Preparations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Forces in Motion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Reconnaissance Operations . . . . . . . . . . . . . . . . . . . . . . . . 28
Environmental Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
B EFORE THE B ATTLE . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Initial Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Basic Strategy Modifier . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Reconnaissance Adventures . . . . . . . . . . . . . . . . . . . . . . . . 30
Troop Strength Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Defense Bonus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
F IGHTING THE B ATTLE . . . . . . . . . . . . . . . . . . . . . . . . . 32
1. Risk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2. Significant Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Examples of Heroism and Blunders . . . . . . . . . . . . . . . . . . 33
3. Choose Battle Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4. Battle Strategy Roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Desperate Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
5. Misfortunes of War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6. Victory? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
S PECIAL B ATTLE S ITUATIONS . . . . . . . . . . . . . . . . . . . . 39
Sieges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Amphibious Assaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Naval Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Three-Sided Battles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Subordinate Commands . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Weapons of Mass Destruction . . . . . . . . . . . . . . . . . . . . . . 41
Exceptional Powers in Battle. . . . . . . . . . . . . . . . . . . . . . . 41
1. E LEMENTS AND F ORCES . . . . . . . . . . . . 4
T HE B ASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What an Element Represents . . . . . . . . . . . . . . . . . . . . . . . 4
Mini-Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
B UILDING AND M AINTAINING Y OUR F ORCE . . . . . . . . . . . 5
Element Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Troop Strength (TS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Special Class (Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Neutralizing Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Transport Weight (WT) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Mobility (Mob) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Cost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Optional Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Unliving Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
R AISING A F ORCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Cost to Raise a Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Time to Raise a Force. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Economic Considerations . . . . . . . . . . . . . . . . . . . . . . . . . 13
T HE L OGISTIC F ORCE . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Statistics for Logistics Troops . . . . . . . . . . . . . . . . . . . . . . 13
Maintaining a Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Super-Healing and Force Replacement . . . . . . . . . . . . . . . . 14
A PPENDIX A: S AMPLE F ORCES . . . . . . . . . 42
A N Y RTH M ILITARY F ORCE . . . . . . . . . . . . . . . . . . . . . . 42
A M ODERN M ILITARY F ORCE . . . . . . . . . . . . . . . . . . . . 43
A PPENDIX B: T ABLES . . . . . . . . . . . . . . . 45
Features and Quality Table . . . . . . . . . . . . . . . . . . . . . . . . 45
Travel Speed Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Reconnaissance Contest. . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Relative TS Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Special Class Superiority Table . . . . . . . . . . . . . . . . . . . . . 46
Battle Length Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Battle Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Battle Strategies Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Battle Strategy Roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Combat Results Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Misfortunes of War Table . . . . . . . . . . . . . . . . . . . . . . . . . 47
2. E LEMENTS : TL0-5 . . . . . . . . . . . . . . . 15
O RGANIZATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Cavalry vs. Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
L AND E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Reading the Element Statistics . . . . . . . . . . . . . . . . . . . . . . 16
N AVAL E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
F ANTASTIC E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3. E LEMENTS : TL6-12 . . . . . . . . . . . . . . 20
L AND E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Reading the Element Statistics . . . . . . . . . . . . . . . . . . . . . . 21
N AVAL E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Naval Combat Elements. . . . . . . . . . . . . . . . . . . . . . . . . . . 23
A EROSPACE E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . 24
Air Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
B IBLIOGRAPHY . . . . . . . . . . . . . . . . . . . . 48
I NDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4. F IGHTING . . . . . . . . . . . . . . . . . . . . . . 26
C AMPAIGNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Type of Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
GURPS System Design
STEVE JACKSON
Managing Editor
PHILIP REED
Marketing Director
PAUL CHAPMAN
GURPS Line Editor
SEAN PUNCH
WILL SCHOONOVER
Production Artist
Director of Sales
ROSS JEPSON
e23 Manager
STEVEN MARSH
NIKOLA VRTIS
FADE MANLEY
GURPS FAQ Maintainer
Page Design
PHIL REED and
JUSTIN DE WITT
Indexer
NIKOLA VRTIS
–––––––
VICKY “MOLOKH” KOLENKO
Prepress Checker
MONICA STEPHENS
C ONTENTS
2
Art Director
Errata Coordinator
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I NTRODUCTION
GURPS Mass Combat contains rules for the abstract reso-
lution of battles between armies containing from hundreds to
tens of thousands of warriors. Its focus is cinematic – it empha-
sizes dramatic clashes over the duller (if no less important)
business of logistics and campaigning that often win real con-
flicts. Nevertheless, it does provide simplified rules for moving
and supplying troops, and for raising and maintaining armies.
This system is not a set of “war game” or “skirmish” rules
for tactical combat, nor is it focused on grand strategy. It’s
designed to resolve a big battle that features massed compa-
nies of troops quickly – with a few die rolls – while still giving
commanders scope to make important decisions that could
decide the fate of a battle, an army, or even an entire war.
These rules work best when the PCs command their side, or
at least a significant portion of that force, in battle. However,
they give all heroes – commanders or otherwise – some control
over their own destiny.
30. This in turn was a codification of rules first published in
GURPS Horseclans, by Steve Jackson and Jerry Epperson,
and which later appeared in various forms in GURPS Conan,
GURPS Japan, and GURPS Vikings.
You cannot simultaneously
prevent and prepare for war.
– Albert Einstein
A BOUT THE A UTHOR
David L. Pulver is a freelance writer and game designer
based in Victoria, British Columbia. He is the coauthor of the
GURPS Basic Set, Fourth Edition and the author of
Transhuman Space, GURPS Spaceships , and numerous
other gaming products. David has a history degree from
Queens University, and once upon a time was taking graduate
courses in military history at the Royal Military College before
he left to design games.
P UBLICATION H ISTORY
This is the latest version of the GURPS “Mass Combat
System.” It’s significantly revised from the rules in GURPS
Compendium II (compiled by Sean Punch), which were them-
selves adapted from an article by Brett Slocum in Roleplayer
About GURPS
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Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! We can also be
reached by e-mail: info@sjgames.com . Resources include:
New supplements and adventures. GURPS continues to
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tures, play aids, and support in PDF form . . . digital copies
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Just head over to e23.sjgames.com .
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systemless locations, adventures, and much more. Look for
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Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and much
more. To discuss GURPS with our staff and your fellow
gamers, visit our forums at forums.sjgames.com . The
GURPS Mass Combat web page can be found at
Bibliographies. Many of our books have extensive bibli-
ographies, and we’re putting them online – with links to let
you buy the resources that interest you! Go to each book’s
web page and look for the “Bibliography” link.
Errata. Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata pages for all
GURPS releases, including this book, are available on our
website – see above.
Rules and statistics in this book are specifically for the
GURPS Basic Set, Fourth Edition. Page references that
begin with B refer to that book, not this one.
Additional Material: Sean Punch
Playtesters: Richard Bing, Charles Bingham, Shawn Fisher, Eric Haste, Leonardo Holschuh, Nathan Joy,
Norman Lorenz, Kelly Pedersen, Christopher Rice, Wayne Roberts, Ryan Williams
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , Mass Combat , e23, and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Mass Combat
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I NTRODUCTION
3
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E LEMENTS AND
F ORCES
Sir Richard? It still seemed like a dream. A blacksmith’s son
turned mercenary, yesterday he’d merely been a wandering adven-
turer and sword-for-hire. Then he and his friends had discovered
Sir Strykland’s assassination plot and saved the old baron . . .
and he’d been knighted!
But it wasn’t over yet.
“Sir Richard,” the baron said, “the rebel lord Strykland and
his host will likely be here tomorrow. Thanks to you, his attempt
to murder me in my bed has failed, but he’s decided to march
before I can call up all my vassals. The captain of my guard is
dead, and the rest of my household are running about like head-
less chickens. I need a new captain. That’s you.”
“Me? I mean . . . my lord is serious?”
“Indeed. Take command of my men.” The old baron turned
grim. “Such as they are. With the orcish mercenaries and bandits
Strykland recruited, that traitor’s forces may have me outnum-
bered. Even so, I refuse to be besieged in my own castle while his
curs ravage the countryside!”
“My lord, I’m not afraid to face Strykland. But I’ve never led
anything larger than a party of dungeon delvers. Adventurers.”
“Huh. You and your friend defeated a dozen assassins.” The
old baron’s eyes flashed. “I trust you. More important, my guard
respect you.”
Richard nodded. He’d saved their lord. Now they had some-
thing to prove. And anyway, what was battle but cut and thrust
on a larger scale? He’d fought in wars before as a mercenary sol-
dier. Second-guessed plenty of idiot commanders as well. Could
he do worse? One way to find out . . .
“My lord, I accept command!” Sir Richard grinned wolfishly.
“I’ll bring you Strykland’s head on a pike, or die trying!”
GURPS Mass Combat is intended to help gamers resolve
situations like the one described above, in which the PCs find
themselves – whether by design or by chance – in command of
a large military force. Before going into detail on troop types
and battles, however, it’s important to establish the basic game
terms used throughout these rules.
T HE B ASICS
Each side in a battle consists of a number of elements, each
of which is trained and equipped to fight in a particular fash-
ion. Every element has a Troop Strength (TS) that reflects its
size, type, and quality. For the purpose of resolving a battle, all
elements on a side are combined into a single force, with a TS
equal to the sum of its elements’ TS.
The force has an overall commander. If the GM wants to
fight lower-level battles, or if part of the force is detached, it
may be divided into smaller forces ( subordinate commands )
under subordinate commanders.
Battles are resolved using a series of Quick Contests modi-
fied by the capabilities of the forces involved. These Contests
determine whether events such as surprise occur, who’s win-
ning the battle, and how many casualties
are taken. At each stage, the command-
ers get to make tactical choices that mod-
ify how their forces perform. While force
commanders make most of the decisions,
other PCs who are assisting or otherwise
participating in the battle also have a few
choices to make – and if they get lucky,
these may influence the battle’s outcome.
This procedure lets the GM reduce a long battle to a few die
rolls. That’s because this is not a war game but a roleplaying aid!
W HAT AN E LEMENT
R EPRESENTS
An element is the basic “building block” of a force. It may
represent:
• A file or squad of soldiers on foot, nominally 10 men but
possibly any number up to about 15 men. For TL0-5 armies,
it’s easiest to think in terms of tens of men; for higher-tech
armies, it works better to regard elements as squads.
• A similar-sized lance or troop of about 10 riders
and their mounts.
• A single vehicle and its crew.
• A heavy weapon or artillery piece and its crew (plus
draft animals, for horse artillery).
Elements make up the fighting force. The rules treat
rear-area supply forces differently and with greater
abstraction. See The Logistic Force (pp. 13-14).
E LEMENTS AND F ORCES
4
C HAPTER O NE
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U NITS
Elements belonging to a regular military organization may
be grouped into permanent units – companies, regiments, bat-
talions, cohorts, brigades, fleets, legions, corps, armies, and so
on, as appropriate to the period and culture. In game terms,
this means creating several smaller forces (the units) and then
totaling their statistics as a single force before a campaign or a
battle. Existing “unit” distinctions play no role in the rules,
which deal strictly in elements and forces, but often determine
what elements a particular force commander has under his
control.
For instance, an NPC major might tell a PC captain:
Captain, I want you to take your 7th Roanoke Rifles (the cap-
tain’s battalion-sized unit: 16 elements), Battery A of the 2nd
Artillery (another four elements), Graham’s Irregulars (three ele-
ments commanded by another PC, representing a force of local
partisans), and that nut with the balloon (another single ele-
ment) and capture Elk’s Crossing. Questions?
In game terms, the individual elements that make up the
Rifles, the attached Battery A, the local partisans, and “that nut
with the balloon” (a PC inventor treated as a Hero element)
constitute the captain’s force. However, since they’re existing
units, the GM already has their elements worked out, so it’s
just a matter of adding up their statistics.
B UILDING AND M AINTAINING
Y OUR F ORCE
As previously mentioned, these rules distinguish between
the fighting force (combat troops) and the logistic force (rear-
area support). When they refer simply to the “force,” they
mean the fighting force – and that’s the kind of force described
here. Rules for establishing and operating a logistic force come
later (pp. 13-14), as the attendant complications are only rele-
vant to lengthy operations in which PCs are in charge of sup-
ply as well as battlefield command.
E LEMENT T YPES
Elements are the building blocks of a fighting force: soldiers,
crewed vehicles, or weapons teams. Each element type has a
name and is rated for Troop Strength (TS), special class (Class),
transport weight (WT), mobility (Mob), cost to raise (Raise),
cost to maintain (Maintain), and TL. Descriptions of specific
elements (e.g., “Heavy Cavalry” or “Light Infantry”) appear in
Chapters 2-3, along with stats in tabular format, like so:
Element TS Class WT Mob Raise Maintain TL
Light Infantry 2 Rec 1 Foot 40K 8K 1
This shows that for the “Light Infantry” element type, Troop
Strength is 2, special class is Recon, transport weight is 1,
mobility type is Foot, and costs for each squad-sized element
of 10 men are 40K ($40,000) to raise and 8K ($8,000) to main-
tain per month. The element is in use from TL1.
Mini-Glossary
element: The smallest part of a fighting force that’s
assigned game statistics – a squad of troops, a vehi-
cle, a weapons team, etc.
feature: A special trait that an element may have; e.g.,
“All-Weather.”
fighting force: All the combat elements that one side
has in play.
logistic force: An abstract representation of the sup-
ply and support capabilities and personnel that
maintain a fighting force.
mobility (Mob): A classification that indicates how an
element (and by extension, a fighting force ) will
move; e.g., “Foot” or “Fast Air.”
special class or class: Elements that aren’t just foot
soldiers with melee weapons may belong to one or
more special classes; e.g., “Artillery” or “Recon.”
Troop Strength superiority in a particular class can
provide combat bonuses in certain circumstances.
transport weight (WT): An abstract measure of how
bulky and massive an element is. Some elements are
too large to transport!
Troop Strength (TS): A numerical measure of fighting
power that is assigned to each element and added
up for an entire fighting force.
Customization
You can customize stock elements by selecting the follow-
ing details:
Features: Special features added to tailor the element (see
Optional Features, pp. 8-11.)
Quality: The quality of the troops and their equipment (see
Quality, pp. 11-12).
If you customize an element, adjust its TS, costs, and possi-
bly other characteristics based on your decisions, as described
in the associated rules. The GM may wish to create a new ele-
ment record that reflects these changes and gives the element
its own name and description.
For example, suppose we take the bare-bones Light Infantry
element, add the Airborne, Neutralize C3I, and Night features,
and then upgrade quality with both Fine equipment and Elite
troops. The result is a more interesting element that we name
“Airborne Ninja.” Use the following format for customized ele-
ment records:
E LEMENTS AND F ORCES
5
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