Rules Index | GM Screen


Kingdoms and War / Mass Combat

Sample Armies

Source Ultimate Campaign pg. 247
This section details sample armies of various humanoid and monster types. The GM can allow players to recruit some of these armies, or might reserve most of them as unusual foes for mass battles. None of these armies has a starting Morale listed, because starting Morale starts at 0, modified by the commander.

Most of these armies are Medium, showing a player or GM what tactics, resources, and special abilities a typical army of that type has, yet still keeping it easy to scale the army to a larger or smaller size. If an army has a resource, the listed Consumption is for an army of the listed size; if you change the size of the army, remember to subtract the Consumption cost for its original size, scale that cost to the new size (see Table 4–16: Resource Scaling), then add the scaled cost to the army’s base Consumption cost. If the army lists an additional cost for recruiting the army, this recruitment cost scales in the same way.

The special abilities listed for monster armies are approximations to model the unit monster’s special abilities. For example, an individual troglodyte’s stench nauseates opponents, but there is no army special ability that does that, so the troglodyte army has paralysis instead, which has a comparable effect. Likewise, the astral deva army has the alchemy ability, which is a reasonable approximation of an individual astral deva’s ability to use heal once per day; the one-unit army doesn’t actually carry alchemist extracts.

If a special ability provides a constant bonus (such as the bonus from charge or pounce), that bonus is automatically included in the army’s stat block. If the bonus is conditional (like the DV bonus from rock catching or the ranged damage bonus from rock throwing), you need to account for that bonus when the conditions are right.

Some armies have custom bonuses built into their DV or OM. This represents the unit’s special defenses (such as damage reduction) and high damage output against single targets, which should affect an opposing army in a greater way than the standard monster-to-army conversion rules would indicate. Determining army stat block values for small numbers of powerful monsters is more of an art than a science.

Army Examples

Source Ultimate Campaign pg. 247

Army (Colossal) (XP 6,400)

N Colossal army of humans (fighter 2)
hp 49; ACR 9
DV 19; OM +9
Special bravery +1
Speed 1; Consumption 4

Army (Gargantuan) (XP 3,200)

N Gargantuan army of humans (fighter 2)
hp 38; ACR 7
DV 17; OM +7
Special bravery +1
Speed 1; Consumption 3

Army (Huge) (XP 1,600)

N Huge army of humans (fighter 2)
hp 27; ACR 5
DV 15; OM +5
Special bravery +1
Speed 1; Consumption 2

Army (Large) (XP 800)

N Large army of humans (fighter 2)
hp 16; ACR 3
DV 13; OM +3
Special bravery +1
Speed 1; Consumption 1

Army (Medium) (XP 400)

N Medium army of humans (fighter 2)
hp 5; ACR 1
DV 11; OM +1
Special bravery +1
Speed 1; Consumption 1

Boggard Army (XP 600)

CE Medium army of boggards
hp 9; ACR 2
DV 12; OM +2
Special darkvision, low-light vision, mobility advantage (swamps)
Speed 1 (speed unaffected by swamps); Consumption 1

Centaur Army (XP 800)

N Medium army of centaurs
hp 16; ACR 3
DV 13; OM +3, ranged
Tactics cavalry experts
Special always treated as if they have the mounts resource, darkvision
Speed 2; Consumption 1

Dwarven Defenders (XP 400)

LN Medium army of dwarves (fighter 2)
hp 5; ACR 1
DV 11; OM +1
Tactics defensive wall
Special bravery +1, darkvision
Speed 1; Consumption 1

Duergar Army (XP 400)

LE Medium army of duergar (warrior 3)
hp 5; ACR 1
DV 11; OM +2, ranged
Special darkvision, immune to paralysis and poison, light sensitivity
Speed 1; Consumption 1
Note +1 OM due to spell-like abilities

Drow Army (XP 400)

CE Medium army of drow (warrior 3)
hp 3; ACR 1
DV 11; OM +3, ranged
Tactics dirty fighters, false retreat, sniper support, spellbreaker
Special darkvision, light sensitivity, poison, spell resistance
Speed 2; Consumption 1
Note +2 OM due to spell-like abilities

Elite Army Commandos (XP 800)

N Medium army of humans (fighter 4)
hp 16; ACR 3
DV 13; OM +3, ranged
Tactics expert flankers, siegebreaker
Resources healing potions, improved armor, improved weapons, ranged weapons
Special armor training, bravery +1, weapon specialization
Speed 2; Consumption 1 (recruitment cost 20 BP)

Elite Mounted Knights (XP 600)

N Medium army of humans (fighter 3)
hp 11; ACR 2
DV 15; OM +5
Resources improved armor, improved weapons, mounts
Speed 1; Consumption 4 (recruitment cost 9 BP)

Elven Wardens (XP 400)

N Medium army of elves (ranger 2)
hp 5; ACR 1
DV 11; OM +1
Tactics sniper support
Special combat style, favored enemy (orc), track
Speed 1; Consumption 1

Ghoul Army (XP 400)

CE Medium army of ghouls
hp 4; ACR 1
DV 11; OM +1
Special cannibalize, darkvision, disease, paralysis, undead
Speed 2; Consumption 1

Gnoll Army (XP 400)

CE Medium army of gnolls
hp 4; ACR 1
DV 11; OM +1
Special darkvision
Speed 2; Consumption 1

Gnome Stalkers (XP 400)

N Medium army of gnomes (fighter 2)
hp 5; ACR 1
DV 11; OM +2
Tactics taunt
Special bravery +1
Speed 1; Consumption 1
Note +1 OM due to spell-like abilities

Goblin Army (XP 200)

CE Medium army of goblins (warrior 2)
hp 2; ACR 1/2
DV 10; OM +0, ranged
Special darkvision
Speed 1; Consumption 1

Goblin Horde (XP 800)

CE Huge army of goblins (warrior 1)
hp 16; ACR 3
DV 13; OM +3, ranged
Special darkvision
Speed 1; Consumption 1

Half-Orc Berserkers (XP 400)

CN Medium army of half-orcs (barbarian 2)
hp 6; ACR 1
DV 11; OM +1
Tactics relentless brutality
Special rage
Speed 2; Consumption 1

Halfling Scouts (XP 400)

LN Medium army of halflings (rogue 2)
hp 4; ACR 1
DV 11; OM +1
Tactics withdraw
Special evasion, rogue talent (bleed), sneak attack
Speed 1; Consumption 1

Hobgoblin Army (XP 400)

LE Medium army of hobgoblins (fighter 2)
hp 5; ACR 1
DV 12; OM +2, ranged
Tactics siegebreaker
Resources improved armor, improved weapons, ranged weapons
Special armor training, bravery +1, darkvision
Speed 2; Consumption 2 (recruitment cost 8 BP)

Kobold Army (XP 600)

LE Huge army of kobolds (warrior 1)
hp 11; ACR 2
DV 12; OM +2
Tactics dirty fighters
Special darkvision, light sensitivity
Speed 2; Consumption 1

Lizardfolk Army (XP 400)

N Medium army of lizardfolk
hp 4; ACR 1
DV 11; OM +1, ranged
Special amphibious, aquatic, cannibalize
Speed 2; Consumption 1

Militia (Colossal) (XP 3,200)

N Colossal army of humans (warrior 1)
hp 38; ACR 7
DV 17; OM +7
Speed 2; Consumption 3

Militia (Gargantuan) (XP 1,600)

N Gargantuan army of humans (warrior 1)
hp 27; ACR 5
DV 15; OM +5
Speed 2; Consumption 2

Militia (Huge) (XP 800)

N Huge army of humans (warrior 1)
hp 16; ACR 3
DV 13; OM +3
Speed 2; Consumption 1

Militia (Large) (XP 400)

N Large army of humans (warrior 1)
hp 5; ACR 1
DV 11; OM +1
Speed 2; Consumption 1

Orc Army (XP 600)

CE Medium army of orcs (fighter 3)
hp 11; ACR 2
DV 13; OM +2, ranged
Resources improved armor
Special armor training, bravery +1, cannibalize, ferocity, light sensitivity
Speed 2; Consumption 2 (recruitment cost 3 BP)

Orc Horde (XP 400)

CE Medium army of orcs (warrior 3)
hp 5; ACR 1
DV 11; OM +1, ranged
Special cannibalize, ferocity, light sensitivity
Speed 2; Consumption 1

Skeleton Horde (Colossal) (XP 3,200)

NE Colossal army of human skeletons
hp 31; ACR 7
DV 19; OM +7
Special darkvision, mindless, undead
Speed 2; Consumption 3

Skeleton Horde (Gargantuan) (XP 1,600)

NE Gargantuan army of human skeletons
hp 22; ACR 5
DV 17; OM +5
Special darkvision, mindless, undead
Speed 2; Consumption 2

Skeleton Horde (Huge) (XP 800)

NE Huge army of human skeletons
hp 13; ACR 3
DV 15; OM +3
Special darkvision, mindless, undead
Speed 2; Consumption 1

Skeleton Horde (Large) (XP 400)

NE Large army of human skeletons
hp 4; ACR 1
DV 13; OM +1
Special darkvision, mindless, undead
Speed 2; Consumption 1

Skeleton Horde (Medium) (XP 135)

NE Medium army of human skeletons
hp 1; ACR 1/3
DV 12; OM +0
Special darkvision, mindless, undead
Speed 2; Consumption 1

Svirfneblin Army (XP 400)

N Medium army of svirfneblin (ranger 1)
hp 5; ACR 1
DV 13; OM +2, ranged
Special darkvision, favored enemy (dwarf), low-light vision, spellcasting, spell resistance, track
Speed 1; Consumption 1

Tarrasque (XP 102,400)

N Fine army of one tarrasque
hp 93; ACR 17
DV 27; OM +21, ranged
Tactics defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw
Special cannibalize; fear; grab; immune to ability damage, bleed, disease, energy drain, fear, paralysis, petrification, and poison; low-light vision; regeneration 40; scent; significant defense; spell resistance
Speed 2; Consumption 8
Note +4 OM due to feats and monster special abilities

Tengu Army (XP 600)

N Medium army of tengus (rogue 3)
hp 9; ACR 2
DV 12; OM +2, ranged
Tactics expert flankers
Special evasion, low-light vision, rogue talent (bleed), sneak attack
Speed 2; Consumption 1

Troglodyte Army (XP 400)

CE Medium army of troglodytes
hp 4; ACR 1
DV 11; OM +1, ranged
Special darkvision, paralysis
Speed 2; Consumption 1

Worg Army (XP 600)

NE Medium army of worgs
hp 11; ACR 2
DV 12; OM +2
Special darkvision, low-light vision, scent, trip
Speed 3; Consumption 1

Yeti Pack (XP 1,200)

N Medium army of yetis
hp 22; ACR 4
DV 14; OM +4
Special burn, climb, darkvision, fear, scent
Speed 2; Consumption 2

Zombie Horde (Colossal) (XP 4,800)

NE Colossal army of human zombies
hp 36; ACR 8
DV 20; OM +8
Special darkvision, mindless, undead
Speed 1; Consumption 4

Zombie Horde (Gargantuan) (XP 2,400)

NE Gargantuan army of human zombies
hp 27; ACR 6
DV 18; OM +6
Special darkvision, mindless, undead
Speed 1; Consumption 3

Zombie Horde (Huge) (XP 1,200)

NE Huge army of human zombies
hp 18; ACR 4
DV 16; OM +4
Special darkvision, mindless, undead
Speed 1; Consumption 2

Zombie Horde (Large) (XP 600)

NE Large army of human zombies
hp 9; ACR 2
DV 14; OM +2
Special darkvision, mindless, undead
Speed 1; Consumption 1

Zombie Horde (Medium) (XP 200)

NE Medium army of human zombies
hp 2; ACR 1/2
DV 12; OM +0
Special darkvision, mindless, undead
Speed 1; Consumption 1