MASS COMBAT
Dealing with Large Scale Battles in the Star Wars
Role-playing Game By Jonathan Hicks
“Commander! Spotters report three Vodon class warships touching down
at reference three by seven, one kilometre out.” There was a pause as the man
listened to his headphones intently. “They’re unloading Striker repulsortanks,”
he added. Maanu Ejjapi looked down at his second
officer and nodded. “Understood. Tell the group to stand by.” As the eight repulsortanks under Maanu’s
command and the legion of soldiers behind them crested the hill they saw the
warships taking to the air again – leaving nine squat Striker
repulsortanks waiting for them. Behind the enemy tanks was a legion of
soldiers, also. Maanu swallowed hard. The sides were almost evenly matched – the
battle for this sector of the planet was going to be fierce.
“Lock on,” he instructed. “Let’s go!” The heart of Star Wars is
adventure – explosions and blasters, diving headlong into trouble, saving the
day and coming out smiling. That’s Star Wars as a whole. The nature of a Star Wars
role-play session is what happens the group of
characters being portrayed by the players. They thwart plots and interact
with personalities on a regular basis, but surely doing things on a ‘toned
down’ scale becomes a little repetitive after a while? Surely these conflicts
would escalate at some point, if not because of the player’s actions but
because the game calls for it? All around the player characters there are
things happening – battles are fought and wars are lost and won. But you’ve
been playing the characters as personalities for a long time – how can you
integrate them into a war? How can they play important parts in a huge battle
that rages about them? How do you even run that huge battle as it is
fought? This article is designed to give the GM
a few ideas on how to run a large scale battle within their games but at the
same time not lose the pace of a role-playing session. DECIDED OUTCOME
It may be dramatically appropriate that a
certain side actually wins the battle automatically. Depending on the design
of the campaign in question, it might not serve the GM to have a
certain side win or lose. If that is the case then don’t
worry about dice rolls or anything like that – just have the players
zap about doing what they do best. Maybe throw in a couple of moments where
the battle looks like it’s going in favour of the wrong side, then pull it
back from the brink at the last moment. It might be a good idea to fudge a
couple of rolls to make out that the battle really is in the balance. This
may seem like cheating – and you’re right, it is, but if it’s at the end of
the campaign and the players have fought hard and well it would be unfair to
deny them a victory. FIFTY-FIFTY CHANCE
So then you come to the next method – making
rolls to decide which side wins certain fights. The easiest way would be to
just roll a D6 for each side and say ‘right, you/they lost’ for the highest
roll, but this wouldn’t work at all, dramatically or practically. Battles are
long drawn-out affairs where even minor victories in the lines can judge the
outcome. The better way to do it is to split up each
side into groups – maybe a certain number of men/machines against their
opposite number. Then roll for each side. Highest number wins and the enemy is defeated. Then the victorious group goes and helps
another group and they get to roll 2D6 against the enemy’s 1D6, or take on
another group. This isn’t entirely accurate, of course, but it does the job.
You can decide what the characters are doing at this point – either
commanding groups or just taking part, and deal with their scenes separately.
Rolls for the opposing sides can be made every two to three rounds of
character conflict. This will not only add an effective time scale but also suit
the size of the battle being raged. MORE DETAIL
Now we come to a more detailed but more
practical method. If you want the battle to be decided by chance but also
have that speed of play then the following method is advisable. You may need
a lot of D6’s for this, or at least be prepared to do a lot of bookkeeping. The sides are given D6 scores depending on
numbers. The totals are recorded and each side matched against the other. Of
course, the sides will be numbered in multiples of six but this is the only
requirement so that the dice rolls are kept easier. Then all you do is roll
the amount of dice within a group and then deduct it from the enemy’s total.
The enemy does this also, all in the same round. If the numbers fall below the multiples of
six then reduce the dice rolled accordingly. If you have between 12 and 18
troops left, roll 3D6. If it falls below 12 but is still higher than 6, roll
2D6. Anything lower than 6, then roll 1D6. It’s not entirely accurate, that
much is obvious, but it gives a higher element of chance and even gives
opportunities for sides to ‘turn the tide’ of the battle. For example, Side A has a 2D6 side (eight
troops) and side B has a 2D6 (nine troops) side. Each side rolls their 2D6. A
rolls six, which is subtracted from B’s total of Nine, and B rolls five,
which is subtracted from A’s total of eight. A now has 3 troops left (which
drops his total dice to 1D6) and B has 3 troops (again, the total dice he can
roll next round is 1D6) They roll again next round, or after two rounds
depending on how long the GM wants the conflict to last. Using this method,
it is possible for each side to ‘wipe each other out’ so that there is none
left standing. Such is the price of war. If the players have control of a group or a
side then add their Leadership skill, as pips (rounded down), to the dice
roll. So, if a player has 4D Leadership they would be adding 4 to their
group’s roll, which would then be deducted from the enemy, no matter how many
dice they are rolling. If they are controlling a side then the deduction is
made from every group under their command. PC’s cannot combine in this manner
– only one person can command a group or side. Fast and brutal – although this system is
still flawed it gives an illusion of conflict that will serve the pace of the
game. It can be used for characters and vehicles but does not take scales
into account. This is for simple conflict that the GM wants to deal
with at the same pace as the game, depending on how large the opposing side
are. MINIATURE BATTLES
There is a separate West End Games game
called Star Wars Miniature Battles but, as I do not own
or have ever played this supplement, this article does not take it into
account. Again, it is GM preference. The Miniature Battles system is a
game in itself and if the GM wants tactical accuracy then this is the
thing to use. I can imagine it slows down play somewhat and requires the
players to know the rules also, so in some respects it may not be advisable. CONCLUSION
Large-scale battles play a large part in the Star
Wars movies and should also be added for effect within a role-playing
campaign. Depending on how you play you should find the advice in this
article helpful but at the end of the day it’ll be up to you, the GM, to
portray that battle. Details of explosions, blaster fire, screaming men, exploding
equipment, confusion, fear, regret and shock. Don’t just roll the dice and
say ‘group 3 are wiped out’ – describe their last stand, running for the
hills or being cut down where they fight. Remember to get the players into
the thick of it and have them thrown by the events. War is a terrible thing
and is maybe treated with a little too much levity within the realms of the Star Wars genre, but,
depending on how you run your game, it doesn’t hurt to remind the players of
the futility of it all. |