mass combat armies, translating each faction’s lore into clear tabletop mechanics for the Rank-and-File

This breakdown defines the mass combat armies, translating each faction’s lore into clear tabletop mechanics for the Rank-and-File (D6 Formation Engine) system.
The core distinction lies in Quality Score (Q) and the balance between Might and Sync.
RANK-AND-FILE ARMY CODEX
1. The French Republic: The Spear Wall
 * Core Philosophy: Defensive, disciplined, anti-technology. Relies on formations, numbers, and uncorrupted human Will to outlast the enemy.
 * Morale: High. Resistant to Morale effects when in formation.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Pikemen of the Republic | 15 | M3 / W2 / W4 / S1 | Q4+ | Spear Wall: When in a front-facing block formation, this unit gains a +1 bonus to defense rolls against enemy charges. |
| Wilderness Crossbows | 10 | M2 / W3 / W3 / S1 | Q4+ | Anti-Tech Fire: Gains Advantage on Ranged Attack checks targeting units with a Sync score of 4 or higher (e.g., Synthel, Construct). |
| Cavalry of the Baron | 8 | M4 / W2 / W3 / S1 | Q3+ | True Human Charge: If they Charge, they reroll all missed hit dice. Suffers Disadvantage vs. Nano-Forged terrain. |
2. DOMINION: The Iron Kingdom
 * Core Philosophy: Mechanical perfection, unstoppable advance, psychological warfare. Immune to human concepts of fear and morale.
 * Morale: Immune. Cannot be routed or shaken unless their Commander is eliminated.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Synthel Legionaries | 12 | M3 / W3 / W- / S4 | Q3+ | Code Lock: Immune to all Morale Checks and Fear effects. Their death is merely a system malfunction. |
| Construct Vanguard | 6 | M5 / W1 / W- / S3 | Q4+ | Iron Plating: Each model counts as two Wounds. Requires an additional Wound to remove the first model. |
| Orken Labor Cohort | 20 | M4 / W1 / W2 / S2 | Q5+ | Cannon Fodder: High model count but low quality. Can be activated twice in the movement phase but suffers Disadvantage on the second movement. |
3. Alpine Conclave: The Five Crowns
 * Core Philosophy: Elite, mercenary, technological advantage through wealth. Small forces, high quality, expensive losses.
 * Morale: Average. Strong when winning, quick to retreat when the balance sheet turns negative.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Von Habsburg Guards (Elite) | 8 | M4 / W4 / W3 / S3 | Q3+ | Tactical Superiority: Can re-roll one failed hit die per attack check. |
| Borgia Artificers | 5 | M1 / W3 / W2 / S5 | Q4+ | Volatile Payload: Ranged attacks force the target to make a simple Corruption Check (DN 8) in addition to damage. |
| Guns for Hire (Levies) | 10 | M3 / W2 / W3 / S2 | Q4+ | Fluid Allegiance: Can be hired by any human faction, but if their Lord/Commander is killed, they immediately test Morale at Disadvantage. |
4. Skald-Born Clans: Raiders of the North
 * Core Philosophy: Primitive, high-aggression melee. Low technology, high ferocity, relies on overwhelming force and short, brutal engagements.
 * Morale: Above Average. Highly susceptible to rage, but resistant to fear.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Huskarl Warband | 15 | M4 / W1 / W3 / S1 | Q5+ | Northern Fury: When charging, they gain an extra attack die for every 5 models currently in the unit. |
| Berserkers of the Jarl | 5 | M5 / W1 / W4 / S0 | Q4+ | Blood Rage: Immune to Morale Checks while engaged in melee combat. Once disengaged, they immediately suffer Disadvantage on all checks. |
| North Sea Hunters | 10 | M3 / W2 / W3 / S1 | Q4+ | Hunter's Stalk: Gain a Defense Bonus when fighting in Rough Terrain (forests, ruins). |
5. British Isles: The Five Kingdoms
 * Core Philosophy: Balanced forces with key specialists, integrating nanite technology via ritual and discipline. Relies on defensive buffs and technological synergy.
 * Morale: High. Protected by the cultural Will of Albion.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Albion Rune-Guards | 12 | M3 / W3 / W4 / S3 | Q4+ | Albion's Veil: This unit's Defense Score is never reduced by enemy Corruption or Sync abilities. |
| Keepers of the Code | 5 | M2 / W3 / W3 / S5 | Q3+ | Nanite Weaving: Can sacrifice a movement action to apply a Defense Buff to one friendly adjacent unit for one turn. |
| Isles Crossbowmen | 10 | M2 / W4 / W3 / S2 | Q4+ | Synch-Aimed: Reroll failed hit dice when targeting units that have already suffered a Wound this turn. |
6. Exiled Clans: Nomads of the Wasteland
 * Core Philosophy: Mobile, independent, hybrid warriors. They excel at skirmishing and swift attacks but struggle in sustained, head-to-head combat.
 * Morale: Average. Highly motivated by their code, but fear entrapment.
| Unit Type | Size | Stat Profile (M/W/W/S) | Quality (Q) | Faction Rule (Tactical Role) |
|---|---|---|---|---|
| Wasteland Nomads | 12 | M3 / W3 / W4 / S2 | Q4+ | Hit and Run: After successfully engaging an enemy in melee, the unit may immediately make a partial move to disengage (no free attacks for the enemy). |
| Scavenged Riders | 8 | M3 / W3 / W3 / S2 | Q3+ | Road Masters: Gains a Movement Bonus when traversing terrain that represents paved roads or clear ground. |
| Witch Hunters | 5 | M3 / W2 / W5 / S1 | Q4+ | Pure Will: This unit never gains Corruption points and gains Advantage on all Will Checks. |

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