# Skirmish Combat 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 Combatants | FT | | -------------------- | --- | | 10–20 | 1 | | 21–30 | 2 | | 31–50 | 3 | | 51–75 | 4 | | 76–100 | 5 | ### 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 necessarily mean death—injuries, deserters, lost mounts, or missing men all count as 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: | Roll | Complications | | ---- | ------------------------------------------------------ | | 1 | Officer/leader killed or wounded | | 2 | Mounts or personnel injured or scattered | | 3 | Valuable supplies lost (e.g. rations) | | 4 | Prisoners taken | | 5 | False outcome reports spread rapidly | | 6 | Equipment damaged (e.g. armor, saddles, weapons, etc.) | | 7 | Unexpected third party sighted | | 8 | The victors are shaken (-1 FT until rested) | | 9 | Enemy escapes with intelligence | | 10 | Something 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. ---