# 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.
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