Cheat sheat for the warfare system in kingdoms n warfare by MCDM. Player facing cheat sheet. Originally posted on Reddit by u/UncleverKestrel. I have added and edited since.
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Infantry (including levies)
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Artillery (ranged soldiers, including siege weapons)
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Cavalry (mounted soldiers)
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Flying
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ATK (Attack bonus)
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POW (damage bonus on a hit)
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DEF(resistance to ATK)
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TOU (resistance to POW)
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MOR(resistance to being diminished and battle magic)
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COM (bonus to doing maneuvers)
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# of Attacks is the number of attacks the unit can make on a turn
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DMG is the casualties inflicted by a POW test after a successful attack
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Units have a casualty die (usually D6), which is decremented whenever they take casualties
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Units also have Traits that give them certain bonuses or abilities
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Each commander rolls initiative as normal.
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Deployment happens in reverse initiative order (lowest initiative places units first).
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Infantry can be placed in any rank.
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Archers and Siege Weapons can be placed in the Centre.
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Flying Units and Cavalry are not placed on the grid. They are placed to one side, because their ability to attack is not limited by position.
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Check for collapsing ranks
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Commanders take turns in initiative order
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Commanders activate their controlled units on their turn
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During activation, a unit regains it's reaction. Then it takes damage from any tokens, then it removes one token of each type.
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A unit can move & take an action, in any order.
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Using a maneuver and failing the command test, you can still either attack or move, but not both.
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After all commanders have taken their turns, check point values of each army. If one of the armies have more than double the opponent, that army wins.
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The round ends
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On your turn, you can command all your units.
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Each unit can Move & use an Action (Attack, Battle Magic, Move again or some Maneuvers), and use a bonus action if it has one.
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Units also have reactions they can use to react to something that happens, on their turns or others’ turns.
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It can happen in any order: action - move, move - action or move - move.
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Hold: the unit can be commanded to do nothing.
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A unit must finish its activation before another unit can be activated.
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Infantry can attack any unit that is in an adjacent square. (Not diagonally)
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Artillery, Flying Units and Siege Weapons can attack any unit on the field, including flying units and cavalry.
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Cavalry can attack any unit that is exposed.
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Only Artillery & Arial can attack Arial
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To Attack: roll a D20 and add your ATK bonus. If you beat the target’s DEF score, they take one casualty.
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On a successful attack, you roll a D20 and add your POW bonus. If you beat the target's TOU score, they take a number of casualties equal to your unit’s DMG value (usually 1).
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If the unit being attacked is reduced to half or less of its casualty die, it is Diminished and must make a DC13 MOR test or take another casualty. This Morale test is only taken once pr battle pr unit.
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MANEUVERS are done by making COM tests against a DC. Below are some common ones.
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Follow Up - INFANTRY - As a reaction to an opposed unit, adjacent to this unit, breaking or moving out of its space, this unit makes a DC 8 COM test. On a success, this unit moves into the opposed unit’s former space.
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Withdraw: INFANTRY and ARTILLERY - As a reaction to failing a Morale test, this unit can move back into an empty space instead of suffering a casualty. If there is no empty space behind this unit, it cannot use this maneuver.
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Set for Charge: ALL INFANTRY - As a reaction to suffering a casualty from a cavalry or aerial unit, this unit makes a DC 13 COM test. On a success, the attacking unit suffers 1 casualty.
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Rally: DC 13 morale, the unit reforms with 1 casualty or 2 on NAT20, a failure disbands the unit.
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Retreat: DC 8 Command; a failure costs 1 casualty.
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Only one item can be used on a commander's turn.
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Wands must be given to artillery or arial units during deployment.
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Scrolls are single-use
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Broken: A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.
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Disbanded: A disbanded unit is removed from the game and cannot be reformed by normal means.
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Disorganized: A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.
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Disoriented: A disoriented unit can either attack or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit’s next activation.
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Exposed: A unit is exposed if there are no units between it and the edge of the battlefield. All units in the rear ranks are always exposed, as are any units in the leftmost and rightmost columns of the battlefield. The exception to this is units in the center and reserve ranks (see The Battlefield on page 105).
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Hidden: When a unit is hidden, other units have disadvantage on Attack tests against it.
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Misled: A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.
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Weakened: A unit that is weakened has disadvantage on Attack tests and Power tests
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Communications
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Your defense level determines if you or your opponent gets to redeploy.
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Resolve
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Your defense level determines boons or penalties in your combat against the opposing officers.
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Resources
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Your defense level gives your units an advantage or disadvantage during the first round of battle.
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Level
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Name
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Effect (at the end of deployment)
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+3
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Unbreakable
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Move 1 of your infantry or artillery units to any empty space
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+2
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Coded
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Swap the positions of 2 of your units
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+1
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Secure
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Shift 1 of your units 1 space
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0
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Normal
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-
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-1
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Compromised
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The enemy shifts 1 of your units 1 space
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-2
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Garbled
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The enemy picks 1 of your cavalry units; it sits out round 1
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-3
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Broken
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The enemy picks 2 of your infantry units; they sit out round 1
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Level
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Name
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Effect (until the end of round 1)
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+3
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Booming
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Your artillery deals +1 casualty whenever it inflicts casualties
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+2
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Abundant
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Your cavalry has advantage on power tests
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+1
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Surplus
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Your infantry has advantage on power tests
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0
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Normal
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-
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-1
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Low
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Your artillery has disadvantage on Moral and Command tests
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-2
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Poor
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Your cavalry and arial units have disadvantage on Morale and Command tests
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-3
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Bankrupt
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Your infantry has disadvantage on Morale and Command tests
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Level
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Name
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Effect (in officer vs officer combat)
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+3
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Zealous
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Adv. on attack rolls until the end of each officer's 1st turn.
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+2
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Fanatic
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Rnd 1: when an enemy starts its turn, an officer who hasn't acted can react with a spell or a weapon attack.
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+1
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Loyal
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+10 ft. speed in round 1.
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0
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Normal
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-
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-1
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Discontented
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-5 ft. speed in round 1.
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-2
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Rebellious
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One officer's first save against an enemy spell or effect has disadvantage.
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-3
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Revolt
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Each officer's first attack roll has disadvantage.
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