MACE

Mass Combat

Mass combat is adapted from the Chainmail miniatures rules (Gygax & Perren, 1971). Individual figures represent groups of soldiers; heroes and monsters fight as multiple figures and absorb multiple hits.

Scale

One figure represents 20 men (or 1 monster / war-beast). Distances are measured in inches; 1" = 10 yards.

Units

A unit is 5–20 figures of the same type. Units must be led by an officer to act without penalty — see Folk-at-Arms. A unit with no officer suffers −1 to all morale rolls.

Troop Types

TypeArmorExamples
LightUnarmored / leatherLevies, scouts, skirmishers
MediumChain or equivalentFoot soldiers, light cavalry
HeavyPlate or equivalentMen-at-arms, knights, armored foot

Turn Sequence

  1. Declarations — Both sides declare intentions simultaneously
  2. Missile fire — Ranged units fire before melee
  3. Movement — Units advance, wheel, or retreat
  4. Melee — Units in contact resolve combat
  5. Morale — Units that took casualties check morale

Combat

Each attacking figure rolls 1d6. The target number depends on troop type:

Attacker \ DefenderLightMediumHeavy
Light5+6
Medium4+5+6
Heavy3+4+5+

A result at or above the number kills one defending figure. Figures are removed immediately.

Pole arms and pikes treat mounted targets as one armor type lighter.

Missile Fire

Resolve before melee. Each archer or crossbowman rolls 1d6:

WeaponShort (≤6")Medium (7–15")Long (16–24")
Bow4+5+6
Crossbow3+5+6

Crossbows ignore one tier of armor at short range (treat Heavy as Medium, Medium as Light).

Heroes and Monsters

Characters use their Fighting Capability from the class advancement table. A Hero or Superhero attacks as multiple Heavy figures and absorbs multiple hits before being removed.

Fighting CapabilityAttacks asRemoved after
Man / Man+11 Heavy figure1 hit
2 Men / 3 Men2–3 Heavy2–3 hits
Hero (levels 4–7)4 Heavy figures4 hits
Superhero (levels 8+)8 Heavy figures8 hits
Wizard4 Light figures†4 hits
MonsterBy HD: 1 per HDHD hits

†Wizards may cast spells in lieu of attacking. Each spell affects a number of figures equal to its level.

Heroes and Superheroes in melee with a unit roll their full complement of dice against that unit. They may also split attacks across adjacent units.

Morale

Check morale when a unit loses 25% of its figures in a single round, or when charged by a clearly superior force.

Roll 2d6 and apply modifiers:

2d6 + ModifiersResult
2–5Rout — flees full move away; cannot rally this battle
6–8Waver — retreats one full move; does not attack this round
9+Hold — stands and fights

Modifiers:

ConditionModifier
Officer present in unit+1
Commander is Hero or Superhero+2
Unit has taken 50%+ casualties−2
Allied unit routed this round−1
Outnumbered 2:1 or more−1
Charging (attacker only)+1

Routing and Rally

A routing unit moves its full move away from the nearest enemy each round. At the start of any subsequent round in which it is not being actively pursued, it may attempt to rally: roll 2d6, need 8+. A rallied unit may fight again but suffers −1 to all morale rolls for the remainder of the battle.

A unit reduced to 0 figures is destroyed and removed from play.