Designed for engagements of 10-100 combatants per side, Tiny d10’s mass combat system uses Force Toughness, Engagement Rolls, and Outcomes to rapidly resolve large combat scenarios.

1. Force Toughness (FT)

Each side in a mass engagement is assigned a Force Toughness (FT) ranging from 1–5 and based on force size, training, and position.

Force Toughness

Number of CombatantsFT
10–201
21–302
31–503
51–754
76–1005

Modifiers

Each side may have advantages or disadvantages applied based on training, technology, and positioning. Generally, it is recommended that you apply no more than two.

  • Defensive position or prepared ground: +1
  • Mounted vs foot: +1
  • Well-trained combatants (e.g. Fort soldiers): +1
  • Outnumbered 2:1 or worse: -1
  • Poorly trained mobs: -1
  • Surprised or ambushed: -1

Patrols of 10–15 mounted Fort soldiers will usually be FT 3 (1 Force Toughness, +1 for training and +1 for mounts).

2. Engagement Roll

Each side rolls 1d10 and adds their FT. The higher result wins the engagement, and the difference between the rolls determines by what degree.

This single roll represents:

  • Leadership decisions
  • Maneuvering
  • Missile exchanges
  • Morale shock
  • Skirmishing

3. Outcome

Compare totals and apply the result:

Difference 0–1: Stalemate

  • Both sides disengage;
  • Minor casualties on both sides (1d5 total per side);
  • Patrol continues, but the men are shaken (-1 FT until rested).

Difference 2–3: Marginal Victory

  • Loser retreats;
  • Loser takes 1d10 casualties;
  • Winner takes 1d5 casualties;
  • 1-in-2 chance of a complication (see “4. Complications”).

Difference 4–5: Clear Victory

  • Loser breaks or scatters;
  • Loser takes 2d10 casualties;
  • Winner takes 1d5 casualties;
  • Winner gains actionable intelligence, trophies, or prisoners.

Difference 6+: Rout

  • Loser is destroyed, captured, or completely dispersed;
  • Loser takes 3d10 casualties;
  • Winner takes 1d5 casualties;
  • Introduces lasting consequences (e.g. the losing side suffer -2 FT for 1d10 days).

“Casualty” does not always mean death—injuries, deserters, lost mounts, or missing men all count as casualties. See the Death Contest for additional rules on handling casualties.

4. Complications

While optional, complications are recommended to create texture for battles and introduce second order consequences.

On a Marginal Victory (or at the GM’s discretion), roll 1d10:

RollComplications
1Officer/leader killed or wounded
2Mounts or personnel injured or scattered
3Valuable supplies lost (e.g. rations)
4Prisoners taken
5False outcome reports spread rapidly
6Equipment damaged (e.g. armor, saddles, weapons, etc.)
7Unexpected third party sighted
8The victors are shaken (-1 FT until rested)
9Enemy escapes with intelligence
10Something follows the victors back (e.g. scouts)

Implementing Mass Combat

This system was designed primarily to determine outcomes in military activities operated by GMs. The two main activities include patrol encounters and sorties.

Patrol Encounters

When a patrol encounters an opposing force:

  1. Assign FT to patrol and enemy;
  2. Roll 1d10 + FT for each;
  3. Apply outcome;
  4. Casualties reduce future patrol FT by -1 until replaced or rested.
    1. This effect can be used to create patrol attrition over time.

Sorties

Sorties use the same rules, but may start with an additional +1 FT if planned and deliberate.

Sorties that suffer Marginal Victory or worse always generate rumors. Sorties that achieve Clear Victory or Rout may:

  • Reduce encounter chances in targeted hexes;
  • Recover supplies;
  • Capture prisoners;
  • Or delay enemy actions.

The Death Contest

While casualties do not always mean death, death is a risk inherent to every casualty. Once combat is resolved, if any casualties were incurred, the GM should resolve them using the Death Contest.

Combat Rank

Every named soldier (usually a PC or significant NPC) has a Combat Rank ranging from 1 to 5. Unnamed soldiers (usually background or otherwise inconsequential characters) represent the body of a given force and typically have no rank.

RankTitleExperience Description
1RecruitInexperienced; fewer than 3 rides.
2SoldierExperienced; more than 3 rides.
3VeteranReliable; middle of the bell curve.
4CampaignerSeasoned; many campaigns behind them, the corporal asks them first.
5WarmasterIndispensable; the senior man, whatever insignia he wears.

Veteran Combatants

Named soldiers have the ability to distinguish themselves from their unnamed peers, gaining experience from skirmish encounters that enable them to fight better and also improve their force’s effective combat power. When calculating Force Toughness, the following bonuses may be applied based on the named soldiers participating in the skirmish:

Force CompositionFT Bonus
One named Rank 3 (Veteran) or 4 (Campaigner) in the force+1
At least one Rank 5 (Warmaster), or three or more named soldiers at Rank 3++2

Note: Veteran bonuses do not stack beyond +2.

The Outcome Modifier

The outcome of a given skirmish will affect the likelihood of a named soldier being wounded or killed. The modifiers found on the table below are used in determining who is wounded and if the wound is fatal.

Engagement OutcomeModifier
Rout (ours)-3
Clear Victory-2
Marginal Victory-1
Stalemate+0
Marginal Loss+1
Clear Loss+2
Routed (against us)+3

The Contest

For each casualty incurred in skirmish combat, follow the first three steps to determine who is wounded, if they are killed; for any named soldiers, use the fourth step to determine if the experience they gained results in them “ranking up” in their skirmish combat capabilities.

1. Determine Wounded

Named soldiers are generally less likely to fall in combat, owing to their superior drive (and other qualities distinguishing them from a background character).

To determine whether the casualty has affected a named or unnamed soldier, roll 1d10: if the result is less than or equal to N + Outcome Modifier (where N is the number of named soldiers in the force) the casualty is a named soldier; otherwise, the casualty is a background character.

2. Conduct a Casualty Save

If step 1 yielded a named combatant, every named combatant must roll 1d10 + Rank (modifier table below); the casualty affects the soldier with the lowest roll.

RankRollBonusTotal
Recruit4+15
Soldier7+29
Veteran2+35
Campaigner6+410
Warmaster1+56

For multiple named casualties from one engagement, run Step 1 for each in turn. When more than one Casualty Saves are required in the same engagement, the lowest N totals across all rolls take them.

Note: If step 1 yielded an unnamed soldier, go directly to step 3.

Alternative Save Method

GMs may wish to use an alternative casualty save method when managing a force comprised of a large number of named soldiers and which could result in a correspondingly large amount of rolls.

If step 1 yielded a named combatant, roll 1d10 and consult the table below to determine which rank tier the casualty falls upon; within that tier, randomize among soldiers of that rank (or the GM picks).

1d10Casualty
1-4Lowest rank present
5-6Second-lowest rank present
7-8Middle rank present
9Higher rank present
10Highest rank present

3. Roll for Fatalities

For each casualty, roll 1d10 + Outcome Modifier; if the result exceeds the threshold for the casualty’s Rank, they are killed in action; otherwise, they are wounded and recover per standard healing rules.

RankKIA Roll (if Exceeds)
Recruit2
Soldier4
Veteran6
Campaigner8
Warmaster10

Note: A natural 10 always kills the combatant, regardless of rank; a natural 1 is always survived.

4. Ranking Up

After surviving any engagement, every named soldier rolls a rank-up check.

Engagement OutcomeRank Up (if Equals or Exceeds)
Stalemate or any Loss9
Marginal or Clear Victory7
Rout (ours)5

Note: These ranks do not correspond to levels; PCs will gain XP from defeating enemies in skirmish combat, but Ranks reflect experience in large combat scenarios, and not PC advancement overall.