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BRP/RQ Battle Rules

Started by crkrueger, May 18, 2011, 07:01:29 PM

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crkrueger

Hey, does anyone know if there were any rules made for having skirmish to small battle rules for any of the d100 systems?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

arminius

I don't know. I know that Greg Stafford has published the Book of Battle for Pendragon, which as you probably know, is sort of a nephew of BRP.

http://www.gspendragon.com/bookofbattle.html

The approach sounds interesting but I doubt it's what you're looking for.
QuoteThis system isn't about an army commander's perspective over the field of battle. It is about the perspective of the player character knights, fighting together on a confused, disorganized and deadly battlefield. Overall, a unit of knights is simply one little piece of the battle. For the player knights, this is the battle.

Harnmaster, which is sort of a cousin of BRP, has a module called Battle Lust.

http://www.columbiagames.com/cgi-bin/query/cfg/allbattlelustitems.cfg
http://www.boardgamegeek.com/boardgame/7984/battlelust-miniatures-system

It's still on the individual level, just simplified enough that you can pretty easily run a dozen figures or more per player, and it has enough in common with Harnmaster that you could easily incorporate detailed combat for PCs alongside the streamlined system. The amount of actual material that would be directly usable for BRP/RQ probably isn't much, due to the differences with Harnmaster's combat system (then again, you might like HM enough to merge it with BRP), but it could sort of "point the way". And you don't need HM to run skirmishes with it.

But this isn't going to help with a real "battle". For that I'd consider a simple set of miniatures rules, maybe Chainmail, maybe the system in Fantasy Wargaming, etc. When I was looking in BGG just now I came across War Cry, also discussed at TMP. There are a bunch of them (again as you probably know).

I think the real trick is, assuming you have PCs somewhere in the battle, finding something for them to do if they aren't commanders, figuring out if they should have any effect at all on the battle scale, and figuring out how to translate battle events into PC effects. I'd be inclined to exaggerate all of the above. Like, if a PC's unit is in melee, have the PC fight an enemy for three rounds and then depending on the outcome, produce a modifier for the actual unit-unit combat die roll.

crkrueger

Thanks for the links, I didn't know about the Pendragon one.  Something like "Battle Lust for BRP/RQ" is really what I'm looking for.  A skirmish-level system for battle that is compatible with BRP or RQ.  Kind of like how Savage Worlds can serve as an engine for large-scale Deadlands fights.

I figured in 30 years of d100 miscellany there must be some good rules somewhere for battles.  

If there isn't one, and people keep linking me good skirmish games, I'm sure I'll find something that will work.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Phillip

Warlords of Alexander, by Paul Elliott, has Battle Rules starting on page 92. I am not familiar with them.

There was (and may still be) a Web page with some rules for old RuneQuest. I am sorry I cannot give any better pointer now than to suggest searching among RuneQuest sites.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Drohem

According to this thread on the Big Purple, there are warfare rules in the MRQII book Empires.

Simlasa

The one Drohem mentions, Warlords of Alexander, is a pretty basic set of rules... using BRP stats for armies. I've heard good things about it but never played it.

Phillip

#6
YAHQS For Battles

QuoteYAHQS for Battles (or YfB for short) is an addition to the RuneQuest game, although it could easily be adpated for use in any fantasy game world. It is intended to quickly emulate a mass battle without the need for figures, a twelve by six gaming table, hundred hours worth of painting figures or even dice.
This system uses a diceless approach, and even though it is a battle system, cunning players hould manage to turn the tide of any battle to their favour if they use their brains over their reliance on rolling lucky numbers.

(These are not the rules I had in mind. I'll keep hunting.)

(On second glance, these don't really seem to have much to do with RQ, per se! They certainly address Glorontha, if that's your cuppa.)
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Phillip

Quote from: Simlasa;459131The one Drohem mentions, Warlords of Alexander...
That was me.

Drohem mentioned Empires for Mongoose RQ 2.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Phillip

#8
Steve Perrin's "Warhamster" rules start on page 20 of Tales of the Reaching Moon #12.

1 inch = 10 meters. 1 figure = 10 men. 1 turn = 1 minute.
2 to 5 figures per base, depending on type.
Combat Factor = (attk%/5 + parr%/5 + max damage)/10
etc. (other factors also convertible from RQ)

In 1982-83 or so, I did up a miniatures rules set for my own BRP-derived game. I don't have a copy now, and it was no great shakes anyhow.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

crkrueger

#9
Thanks guys, keep 'em coming.  Empires and Warlords have army-level systems.  I'm trying to get something skirmish-level (ie. 1 mini = 1 char) or small battle level.  That BP thread refers to Tales of the Reaching Moon #12 having a very rough RQ skirmish system called "Warhamster" put together by Perrin.  Might be worth looking at.  

EDIT: Thanks Philip!

On the non-brp front, I hear GW puts out some killer skirmish-level games that beat the hell out of their big-budget 40k and WFB games, might have to take a look there as well.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Phillip

What historical period are you looking to represent, or what would be closest to your fantastic milieu?

Which BRP stats do you want taken into account?

How would you describe the advantage you seek over using normal BRP rules? (Please be as specific as you can.)

What comes to mind in particular that you would be willing to trade for that advantage?
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Philotomy Jurament

#11
Quote from: CRKrueger;459140On the non-brp front, I hear GW puts out some killer skirmish-level games that beat the hell out of their big-budget 40k and WFB games, might have to take a look there as well.
Speaking of (non-BRP) cool skirmish-level games, I'm reading through the Havoc: Tactical Miniatures Warfare rules, and it looks like a cool system.  Reading it is making me want to play it.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

Newt

I've got two varient sets of Mass Combat rules for OpenQuest, which are easily adapted to other D100 games, over at the OpenQuest Companion

Mass Combat rules varient 1 by Paul Mitchener

Mass Combat rules varient 2 by Nathan Baron

Both take a one roll to resolve a Battle, which may not be the level of detail you are looking for but I'm sure you could easily adapt them.

A fully fledged skirmish system, where you worked out the stats of units based of the RQ stats before hand, was Sandy Petersen's Warhamster which was published in Tales of the Reaching Moon issue 12.
;O)Newt
Benevolent Dictator of d101games.com publisher of Crypts and Things, OpenQuest, Monkey, and Hearts in Glorantha.

crkrueger

#13
Quote from: Phillip;459143What historical period are you looking to represent, or what would be closest to your fantastic milieu?
Which BRP stats do you want taken into account?
How would you describe the advantage you seek over using normal BRP rules? (Please be as specific as you can.)
What comes to mind in particular that you would be willing to trade for that advantage?

Campaign-wise, I'm looking at a MRQII Vikings-era game and a Game of Thrones campaign.  Here's what I basically want to accomplish using other games as analogies.  

Character-level conflict is determined by base RPG rules.  
Skirmish-level conflict is a 10-20 per side, a number where the detail of the normal rules increases the combat time quite a bit.  
Small-Unit Battle level is up to ~200 on a side.

If I'm using Warhammer Fantasy, I have WFRP for character level, Mordheim for Skirmish and WFB for battle level.   Other systems have similar levels of detail
Deadlands-->Savage Worlds-->Great Rail Wars
DH/RT/DW-->Necromunda/Inquisitor-->WH40K
Harnmaster-->Battle Lust

So basically I'm looking for a streamlined version of RQ combat, with still a 1:1 ratio, and then a larger system where I may be grouping men into units, and then rolling unit vs. unit.

What stats matter?  I don't actually have to have the RQ stats at all, just a method of converting them so the things that make a difference in RQ have some bearing in the combat system.  For example, if that Havoc game is cool (I'll heard good things about it elsewhere, in addition to Philotomy), then I'll just come up with some conversion scheme.

Doing research, I've found that MRQI Pirates has a unit vs. unit combat system for ship boarding actions, with character actions affecting the battle, I can probably hack stuff from there as well.

Army vs. army with thousands of men on a side isn't what I need atm, but I'll definitely check out the OQ stuff for ideas.

At this point looking to see how other people have done it to get ideas/inspiration.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

arminius

I'm beginning to think that BattleLust may be a worthwhile buy for you after all. As I think I wrote above, HM is close enough to RQ that translation of certain mechanics shouldn't be too hard. The key thing to know about the simplification from HM -> BL is that HM, like RQ, uses detailed hit locations, while BL doesn't. My only reservation is that once I read BL, the whole thing seemed so obvious--it's basically just a matter of radically streamlining the HM combat rules, without adding much if anything.

However I also want to mention that some versions of Pendragon (I've looked at 3e and 4e) include what appears to be an earlier version of the Book of Battle. I can't be sure, since I've never looked too closely at 5e, but it could be that 5e removed that material from the core book and then put it into a(n enhanced?) separate book. 5e also has a "book of armies" which I guess provides stats  for different types of armies as relevant to the Book of Battle.

Also, I happened across a whole bunch of copies of Warmaster, a GW miniatures game that seems to be a little more "serious simulation" than WarHammer; in fact it was the basis for genuinely historical versions. The Wikipedia article has links to the official rules and fan variants, but some of the links seem to be out of date. I found the rules through the GW site and then navigating into their Special Games > Warmaster > Warmaster Resources section. Should you want a hardcopy I'll bet they're available cheaply, though I didn't see the price at the store where I was browsing. Also see TMP for commentary on the historical vs. fantasy versions of the rules.