Mass Combat

Rules for Mass Battles
1. Setup: Each side is given a certain number of Forces Points (FP) to represent army size and strength. More than sheer numbers, this also reflects how well-armed and well-trained they are. The side with the most strength gets 10 FP, and other sides get a number that represents their strength in proportion to the most powerful side. For example, Duc Rousse is meeting the forces of the duc of Taurino. Duc Rousse is bringing 7,000 men with him, against Taurino's 10,000. Rousse's troops are on an even level as far as training, but they are slightly better armed. So Taurino gets 10 FP, and Rousse gets 8. 2. Determination: The commander of each side makes an Intelligence+Warfare roll, with the following possible modifiers:
 * Siege Engines: when used appropriately, catapults, ballistae and other large weapons of the sort can have a devastating effect on the enemy. :Depending on the number one has on his side, one can get a +1 to a +3 bonus for them.
 * Strength: The side with more FP gets a +1 to its roll for each point more that it currently has than the other side.
 * Terrain: If the foe has a terrain advantage (high ground or fortifications), then your side gets a -1 to a -3, depending on how advantageously they are placed.
 * Plan: Staff can assess a bonus or penalty if you have a particular battle plan.
 * PC (or important NPC) Action: See 'PC Actions' section, below.

Once the successes are totaled for the Determination roll, they are compared. Every success by which the winning side exceeds the losing side causes the losing side to lose one FP (which means the loss of a proportional number of men). A tie means both sides lose FP's equal to the number of successes rolled. 3. Morale: Any round in which one side loses FP's, its commander must make a Presence+Persuasion roll. Failure means that the army retreats. Dramatic failure means that the army is routed. Success means that the fight goes on through another round. Exceptional success (5+ successes) means that the side gets a +1 to its next Determination roll. Other than Merits or Specialties that the character might have, the roll is modified by the below:
 * Each FP lost on their side so far gives a -1
 * +2 if they are fighting from within major fortifications
 * +2 if they cannot retreat
 * +2 if they have some supernatural advantage

PC Actions
PC's can take part in a battle to aid their favored side other than by commanding. This, however, puts them at risk of harm, themselves. The skills that can be used to aid in battle are varied, but there should be some direct way in which it hurts the other army. The most common rolls will be Strength+Weaponry, Dexterity+Athletics, or Dexterity+Archery, but there are others that could be used, such as Wits+Crafts to destroy enemy siege engines or collapse walls. They get a bonus equal to the dots they have in qualified merits (check with Staff for what this includes), and a penalty equal to the difference in FP's between their side and the enemy plus the average Defense+Armor Rating for the enemy army. Whatever roll is made, it should be made before their side's Determination roll, because they will give their side a bonus based on the results of their own rolls:
 * Dramatic Failure: Take 10 dice of Aggravated damage.
 * Failure: Take 10 dice of Lethal damage
 * Success: Add +1 to your side's Determination roll for each success, and take 10 dice of Lethal damage
 * Exceptional Success: As a normal success, but the damage you take is Bashing instead of Lethal.