# Ponti's Stupid Mass Battle System
30 ft hexes, where I am measuring 30 feet from corner to corner, there's like 8 different ways to measure hexes, did you know that
Mass battles happen in phases, unlike regular 5E combat
## Phases
### Move Phase
All units (except Leaders and Retinues) who wish to move do so in the move phase. Units can use their action to Dash during the move phase, but then cannot engage in the Combat phase.
Movement phase only covers movement between hexes, units in a hex are assumed to be able to get to each other during the turn (this is incredibly abstracted, I don't shit a fuck)
### Reconstitution Phase
During the reconciliation phase, injured units of the same type in the same hex will reconstitute, meaning they will attempt to combine to form as many complete units as they can. Units that reconstitute take the morale of the unit with the highest morale, and if that morale is below stalwart, can make a resolve save to try and improve their morale by one step.
### Battle Phase
Units attack based on what kind of unit they are. Leaders and their retinues can move and act during the battle phase.
### Morale phase
Once damage is assessed, any unit whose damage in the Battle Phase triggered a threshold (or if any other morale triggers occur) has to make a morale saving throw. If there is a Leader unit in the hex, morale saves are made at advantage. Morale phase happens last because it is immediately followed by the next move phase, where units who are retreating need to move.
## Units
Units have Unit HP and Unit HP Thresholds:
Healthy: 100%
Wounded: 75%
Bloodied: 50%
Something: 25%
Critical: 10%
How much damage attacks from a unit does is determined by the threshold they are at. Passing an HP Threshold triggers a morale saving throw. A Unit that passes below the Critical damage threshold is disovled unless it can reconstitute wtih another unit of the same type during the next reconstitution phase.
For AoEs, there will be a table to convert AoE damage to Standard/Special/PC unit damage, based on the kind of AoE (circle, cone, etc.) that will probably just be a single-target damage scaled up by a multiplier.
### Standard units
Standard units come in three types: infantry, archers and cavalry. Melee/missile damage has two components: guaranteed damage and roll to hit vs AC. (The math here is going to crudely approximate the distribution of damage if you rolled all attacks.)
### Special units
They're special.
### Leader units
Leader units are just regular monster statblocks. PCs can also function as Leader units once they reach Level 5. Leader units do not make morale saving throws but grant advantage to other allied units in the hex making morale saving throws.
### PC units
When PCs are not engaging as Leader units, they form a PC unit. PC Units have pooled HP equal to the HP of all PCs, and do not make morale saving throws. PCs attack and cast spells as normal during the Battle Phase.
### Retinue units
Retinue units can be any other kind of unit except for Leader units, that are attached to a Leader unit. Retinue units get a special bonus whenever they are in the same hex as the Leader they are attached to, and will not flee as long as the leader is alive.
As long as a Leader has a Retinue, it can only be engaged by other Leader units. For leader vs leader battles involving PCs, it may be good to resolve that action at tactical scale, which is to say 5 ft. squares. Some Leaders have an Honor Guard which can engage other Leaders during tactical scale battles.
## Morale track
Unless specified, units start out at the highest morale level. Failing a morale saving throw means you go down one step on the morale track.
### Stalwart
Stalwart units can move and attack normally.
### Unsettled
Unsettled units are still able to fight, but reduced morale means they are unwilling to press forward into hexes occupied by any Special or Leader units.
### Disenheartened
Disenheartened units cannot advance towards any enemy units -- they can retreat if enemy units are positioned in their direction of retreat, but will not move into a hex occupied by (or next to) an enemy unit unless doing so is the only way to retreat. However, Disenheartened units can still stay in place and defend a hex.
### Broken
Broken units can no longer stay and defend a hex, and must attempt a retreat, avoiding enemy units unless there is no other way to retreat.