Size: 0-5. Add (size) to attack, raw damage, soak, and magnitude. Size 0 is 1-2 soldiers. This should be done as standard combat. Size 1: less than a dozen. Size 2: a few dozen. Size 3: Over a hundred. Size 4: Several hundred. Size 5: Over a thousand.
Drill: How well soldiers in the group work together. Poor: Route/rally +1 difficulty, +0 defense, -2 to order/rally. Average: +1 defense. Elite: +2 command rolls, +2defense. Most standing armies are drill of average.
Might: 0-3. Average supernatural power of the group. Might 0: ordinary mortals, no bonuses. Might 1: lightly supernatural, +1 accuracy/damage/defense. Might 2: +2 accuracy/damage, +1 defense. Might 3: +3 accuracy/damage, +2 defense.
Magnitude: The health tracks of the BG. Magnitude = (# health tracks of average member) + (size). Bother withering and decisive attacks damage the magnitude. Decisive attacks get an additional +1 damage per 4 dice rolled, round up. When a BG loses all of its magnitude, it must make a rout check.
Only deal withering damage. Withering damage dealt does not go to the BG, it just goes away.
When their target is in initiative crash, THEN the damage dealt goes to the target's health track.
BGs do NOT have double 10s.
Only one attack per turn
A single melee attack roll applies to all enemies within range of the battle group.
A single ranged attack selects a primary target, and all enemies near that target also take the damage.
Initiative is only used to determine when the BG attacks in a given round.
A character that causes a BG to lose a point of size gets an Initiative Break bonus.
Route Check:
Actions:
BGs take mostly the same actions as normal characters, except:
Grapple becomes Engage, swarming a target
No initiative roll is made to Engage, it is a gambit that auto-succeeds
Restrain/drag/throw options are not available
Use combat ability instead of unarmed for the action
Movement: characters can move thru enemy BGs at -1 initiative per round in the BG
Command Actions: Issue Order, Rally, Rally for numbers
Issue Order: (CHA, APP, or INT + War), difficulty 1 (p210)
Rally is done after a failed rout check (p210)
(CHA or APP + War), same difficulty as the rout check
If it succeeds, the group recovers as if it made its rout check
Rally for Numbers is done after the group suffers magnitude damage (p210)
(CHA or APP + War), difficulty 1
Every 2 successes restores 1 Magnitude
Cannot restore lost size
Cannot restore more Magnitude than its current maximum
Perfect Morale: combat groups formed of the fearless, p210
Slaughter: Running down the survivors of a routed battle group and killing them all, p211
Fleeing BG has -3 defense, 0 magnitude
If Size is 2 or less, ST estimates how many escaped after the slaughter based on the attack roll(s)
If Size is greater than 2, the slaughter action must be done by another BG (not a single individual)