Military Tactics: This skill allows a character to interpret the movement of enemy forces and to move his own forces better. When using this skill, the player (not the character) first examines the situation and decides what he thinks is right—what he thinks the enemy is doing or how he should set up his units. The DM, not the player, rolls the character’s Military Tactics skill. On a successful roll, the DM will truthfully tell the player whether he has calculated correctly; if he has not calculated correctly but the roll was successful, the DM should offer some advice on how the player should set up his forces. If the roll is a failure, the DM should tell the player his character cannot interpret the enemy troop movements well enough to use them to his advantage. The success of the roll determines bonuses or penalties for the troops during mass combat.
⚔️ Racial Variants #
| Variant | Name | Description |
|---|---|---|
| Dwarven | Subterranean Grinder | Specialized in “choke-point” warfare. They excel at using narrow corridors and tunnels. On a successful roll, they identify how to turn a defensive position into an “anvil” that breaks an enemy’s charge. |
| Elven | The Partisan Screen | Focused on skirmishing and hit-and-run. They interpret enemy movements as a series of gaps. A successful roll allows them to identify exactly when the enemy’s flanks are most vulnerable to a sudden withdrawal or ambush. |
| Halfling | The Beehive Defense | Tactics of the “small and many.” They focus on communal defense and overlapping cover. They gain a +2 bonus to their skill roll when defending a village or home territory against a larger force. |
| Orcish | Apex Aggression | Tactics based on momentum and fear. They don’t look for cover; they look for the enemy commander. A successful roll identifies the “head of the snake”—the specific unit whose defeat will cause a total route of the enemy army. |
🗺️ Regional Variants #
- The Imperial Legate (Metropolitan/Urban)
Trained in the rigid, professional academies of the world’s great empires.
- Specialty: Logistical Superiority. They interpret enemy movements based on supply lines and formation discipline. The DM’s advice focuses on Formation Bonuses (e.g., “If you close ranks here, they cannot break your center”).
- The Frontier Guerilla (Wilderness/Borderlands)
In the trackless wilds, there are no “lines,” only the Environment.
- Specialty: Terrain Weaponization. They see the battlefield as a collection of hazards. The DM’s advice focuses on Environmental Advantage (e.g., “The enemy hasn’t noticed the bog to their left; bait them into it”).
- The Desert Corsair (Arid/Waste)
Trained in high-mobility warfare where the terrain changes with the wind.
- Specialty: False Retreats. They are experts at feigned flight and luring enemies into the open. A successful roll allows the character to perfectly time a counter-attack, turning a retreat into a devastating pincer maneuver.
- The Citadel Castellan (Mountain/Fortified)
Trained in stationary, high-ground defense where the goal is to outlast the siege.
- Specialty: Attrition Management. They see the enemy’s movement in terms of “energy spent.” The DM’s advice focuses on Resource Conservation (e.g., “Hold your fire; they are testing your range with their weakest units”).
🎲 The “DM’s Truth” Mechanic #
As per the rules, the DM rolls the check in secret to decide if the player’s plan is sound.
- Critical Success: The DM not only confirms the plan but identifies a Critical Flaw in the enemy’s deployment that grants the player’s forces an immediate +2 to their next morale check or attack roll.
- Failure: The character is “blinded by the fog of war.” The DM should describe the enemy movements as “confusing” or “erratic,” preventing the player from gaining any tactical insight.
Design Tip: If a character has both Military Tactics and Leadership, they can “Lead from the Front.” On a successful tactics roll, the +1 Morale bonus from their Leadership skill is doubled for the first round of engagement.
