Unit Statistics: Units are the characters of D&D3E War Law, and just like regular characters, units are defined through various attributes. A unit has the following attributes: Melee Mod, Missile Mod, AC, Shield Bonus, Move, Level, Morale and Feats. A unit in D&D3E War Law can be developed like a character; it can gain experience and levels and it can even increase it's Meta-Attributes (STR, DEX) or gain Feats.

Meta-Attributes: A unit possesses two Meta-Attributes: STR and DEX. Both are the average of all the combatant's STR and DEX stats. These Meta-Attributes are used to calculate the Melee Mod, Missile Mod and AC.

Melee Mod: The Melee Mod consists of the average STR bonus of all the combatants in the unit plus the unit's base attack bonus equal to its level. Units that have special training can have higher base attack bonus ratios than +1 per level; generally all standard units whose combatants are either Fighters or Warriors have an attack bonus advancement of +1 per level.

Missile Mod: The Missile Mod consists of the average DEX bonus of all the combatants in the unit plus the unit's base attack bonus equal to its level. Units that have special training can have higher base attack bonus ratios than +1 per level; generally all standard units whose combatants are either Fighters or Warriors have an attack bonus advancement of +1 per level.

Armor Class (AC): The AC consists of the unit's DEX bonus plus any modification due to Armor worn. Armor bonuses in D&D3E War Law are equal to the bonuses armor grants to AC for characters. See PHB p. 104).

Shield Bonus: If a unit carrys shields it adds its Shield Bonus to its AC. The Shield Bonus differs depending on whether the unit is attacked in melee or with ranged attacks.

Move: Movement determines how many hexes a unit may move during the Movement Phase. It is the average of all the combatants movement rate (20', 30', etc.) divided by five, so eg. a unit of humanoids with an average movement rate of 30' has 6 Movement Points (MP).

Level: Each unit gains experience as it survives battles. Units use the same experience chart as characters and they gain experience similar to the guidelines for awarding experience in the DMG. For the purposes of determining the Challenge Level of a unit, consider the unit to be a single monster/character.

Calculate the Total XP award for a battle using the rules in the DMG for calculating XP Totals. Then divide the XP Award by the number of units that started the battle; the result is the number of XP each unit gains after the batltle.

Standard units (made up primarily of Warriors) advance like characters do; they even gain Feats every third level and increase one of their Meta-Abilities every fourth level. Units made up primarily of Fighters (elite units) or Barbarians (berserkers) use the special Fighter/Berserker Unit Advancement Tables. If the need arises, other special units (and Unit Advancement Tables) can be easily adaped from the D&D3E Character Classes Advancement Tables (for instance a special unit of Arcane Archers or a Ranger Company).

Spell-Caster units gain an extra spell-list per level. Unless the DM wants to increase the paperwork involved, only Pure and Hybrid Spell-User units can learn spell lists. If the DM wishes he can adapt the D&D3E Spell Law rules on learning spells to facilitate Semi Spell-User spell development.

Morale: Morale is not a part of standard D&D rules and as such it cannot be extrapolated from any stat given in the PHB, DMG or MM. As such the DM should give a unit a Morale Rating as he sees fit. In a campaign the morale rating rises by one point for each battle won and drops by one point for each battle lost.

Discipline: This is the elemental Ability for all units, because it determines how well the unit executes maneuvers. There is no equivalent in the standard D&D rules, so the DM should give a unit a Morale Rating as he sees fit. Alternatively, he could base Discipline on the Profession: Soldier skill (WIS-based).

Feats: Units gain a Feat every third level and can gain additional Feast as per their Advancement Table. See the Feats for D&D3E War Law chart in the .pdf version for a description and the effect of the individual Feats in D&D3E War Law.

 

All units need a leader; the more experienced the leader is, the better the the unit performs in combat and during maneuvers. In order to benefit his unit a leader must have the Leadership Feat, otherwise he commands the unit, but cannot inspire it to perform better.

Leadership: This is the standard Leadership Feat. In addition to the effects described in the DMG, the Leadership Feat can be used to command military units. If the leader possesses the Leadership Feat, he adds his WIS-bonus to all the Attack, Maneuver and Morale rolls.

 

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