AX&X: Warbands

Fight as one host, and bring down huge foes. A mass-combat supplement for AX&X.

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Many Against the Mighty

A lone hero cannot fell a giant, and a dragon eats a party of four for breakfast. But fifty spears can bring either down, and so can a wolf pack, a levy of the funnel’s survivors, or a company a faction loans you. This supplement runs a crowd as one combatant, a Warband, measured in Hit Dice like any monster, so a group can trade blows with a foe far above its weight.

The idea is borrowed from Mausritter’s warbands, fitted to the Hit Dice math AX&X already uses. Nothing here changes an ordinary fight. Reach for it when one side is too many to track one body at a time, or when the thing they face is too big for any single blade.

Mustering a Warband

The Warband Line

Build the host from one member’s Bestiary profile and run it as a single creature of its Warband HD.

Example: forty men-at-arms are eight files, Warband HD 8: HP 40, AC 13, attacking at +8 for 1d6+8. Against a dragon, 8 HD and 40 HP, that is an even match, about four rounds, while the dragon’s breath scatters a few files each use.

Striking a Foe

The host acts on one initiative. Its attack and damage land on a foe big enough for many to reach at once: a huge foe of HD 6 or more, a Large creature, or another warband. The weight of numbers (+HD to hit) lands blows a lone soldier never could, and the deep pool soaks the single great strikes that would end a hero.

Against a lone Medium or smaller foe it is the reverse. A host does not splatter one hero in a swing, no more than a swarm of mice bites through a bear. It cannot bring enough blades to bear, so it closes to take the quarry instead.

Blasts and Conditions

A blast does not wipe an army: soldiers shield one another, and a crowd scatters rather than take one stomp whole. A warband is also never itself Poisoned, Paralyzed, Charmed, or Petrified. None of it sits on the host; it all takes out files.

Losses, Morale, and Recovery

The Commander

Each round, in place of their own action, the commander may make a Command check: 1d20 + CHA + Level, 12+ (an NPC adds its HD instead):

If the commander falls or flees, the host tests morale at once.

Warband Against Warband

Each attacks the other as above, HD against HD. Or settle it fast: the higher Warband HD wins the clash. The loser sheds Hit Dice equal to the gap between them, and the winner half as much; both turn the lost HD back into fallen files. A Commander’s Focus, higher ground, or a clean flank counts as +1 Warband HD for the clash.

Raising a Warband

Five or more of one troop type under a banner, with a Commander over them. A player draws a host from the other supplements.

Fielding a Warband

To stat an enemy host or a lent ally, the GM works five steps:

Sample Warbands

One member line each. Derive Files, HD, and the rest at the table.

1d8 Warband Goals

Why a host is in the field. It tells you what the warband wants, and whether it fights, captures, or deals.
  1. Raid: Burn, loot, and be gone before the muster. It kills who resists and carries off the rest.
  2. Siege: Holding a place under, patient and hungry for a way past the walls.
  3. Hunt: After one person or party. It wants a capture, and will deal to get it.
  4. Tribute: Here to collect, in coin, grain, or blood. Pay and it moves on.
  5. Crusade: A cause or a vengeance. It does not deal, and does not break easily.
  6. Muster: Still gathering, not yet committed. Weak now, and open to being bought off or beaten to the punch.
  7. Escort: Guarding a charge: a person, a wagon, a relic. It fights only to protect it, and flees with it.
  8. Broken: A routed host turned bandit or refugee. Desperate, leaderless, and dangerous for it.

1d8 War Mishaps

Between battles, or when a host idles too long. Roll when a warband’s loyalty or luck is tested.
  1. Desertion: A file slips away in the night. Lose one file, with no recovery.
  2. Feud: Two factions in the ranks come to blows. −1 to the host’s morale until it is settled.
  3. Camp Fever: Sickness runs the tents. The host fights at half strength until a week’s rest.
  4. A Challenge: A rival calls out the Commander. Answer it, or take −2 to Command checks until you do.
  5. Empty Stores: Out of pay or rations. A morale check now, and each day until resupplied.
  6. A Defector: Someone sells your plans, or your position, to the enemy.
  7. Loot Dispute: A quarrel over spoils. A CHA check settles it, or a file walks.
  8. A Hero Rises: One soldier shines: a named lieutenant worth +1 to one Command check a battle, or a future character.

1d6 Commander Traits

Roll or pick for an NPC leader. A PC commands as themselves.
  1. Bold: Presses when it should hold. +2 to a charging attack, −2 to the first morale check.
  2. Cautious: Hard to break, slow to commit. +2 to morale, but never Presses.
  3. Beloved: The ranks adore them. Rally works on any success, and the host holds a step longer.
  4. Cruel: Feared, not loved. +2 to steady a wavering host, but it kills prisoners and parley is hard.
  5. Green: New to command. −2 to Command checks until the host wins a battle.
  6. Cunning: Reads a field well. Once a battle, turn a failed Command check into a success.

1d6 Spoils of the Field

What a beaten host leaves. Roll on a field you hold.
  1. Arms: Salvage weapons and armor for 2d6 files, or sell them for 1d6 x 100 GP.
  2. War Chest: The host’s pay and plunder: one core Treasure roll.
  3. Prisoners: Captives to ransom, press, or free. Each is worth 2d6 x 10 GP, or a favor.
  4. The Banner: A standard, relic, or warrant. Standing with whoever wants it, or a named item.
  5. A Defector: A survivor turns coat, a file or a lieutenant, if treated well.
  6. Only the Ground: The dead were stripped first. You hold the field and nothing else.

Blooding and Shares

After a fight, tally the take, and see what the host has become.