Large Army-Scale Engagement Rules (LASER)
L.A.S.E.R. is a highly sophisticated technological system for the calculation of large-scale battles. Seriously, though, you’ll need a calculator and a rice roller.
Here’s the web address for my recommended dice roller: http://www.wizards.com/dnd/dice/dice.htm
This page is an in-depth description of the L.A.S.E.R. system. For a shorter reference version, see Quick LASER.
For a description of the use of magic in L.A.S.E.R. combat, see Magic LASER.
For a description of the use of stealth and assassinry, see Cloak and LASER.
L.A.S.E.R. is VERY different from normal single combat rules, so pay close attention:
- Melee and ranged group attacks are different
- – - – * In a L.A.S.E.R. melee battle, every round is a two-way fight; there is not one attacker and one defender. The only reason we still think in terms of rounds, therefore, is so one side, on their turn, may retreat, use a special item, employ a special strategy, etc.
- – - – * In a L.A.S.E.R. ranged attack volley, it is only one-sided; the attackers launch a volley of arrows.
- In both melee AND ranged L.A.S.E.R. attacks there is only one roll (so no attack roll and then damage roll). It is assumed that, when either charging into the enemy or launching a volley of arrows, it is quite impossible to not harm a single enemy (in other words, there is no “missing” in L.A.S.E.R. battles, so an attack roll to overcome defense is unnecessary).
- Therefore, L.A.S.E.R. battles are not about whether or not you hit. It’s how hard you hit that’s key. And speaking of which…
Melee L.A.S.E.R. Battles:
- The d2 is the default melee attack dice. Experienced and well-equipped units can receive modifiers to improve this. More on modifiers later.
- The attacking faction rolls a # of d2’s equal to the # of attacking units
- – - – * 50 attacking men roll 50d2.
- The value of the attack roll is subtracted from the total health of the enemy.
- The default health value for every individual is 10, so a force of 50 men has a total health of 500. The health value can also be improved by experience and quality armor.
- – - – * 50 men attack 50 orcs. Both factions make an attack roll.
- – - – * The men roll 50d2 for a value of 75. The orcs roll 50d2 for a value of 50.
- – - – * 75 is subtracted from the Orc’s total health, and 50 from the Men’s.
- – - – * The human health is now 450/500, so they have 45 men remaining.
- – - – * The orc health is now 425/500, so they have 43 orcs remaining (one of them is wounded, but that is not taken into account, really).
- – - – * The combat round is now over. Next the Orcs decide whether to retreat or attack. If they attack, they will roll 43d2, since they now have only 43 orcs. The Humans will roll a counter attack of 45d2.
- WARNING: L.A.S.E.R. battles involve potentially substantial losses on both sides. You may win in the end, but, possibly, at great cost. If you wish to win a L.A.S.E.R. battle with only a few losses, it is vital to upgrade your troops as much as possible.
Ranged L.A.S.E.R. Battles:
- Unlike melee, ranged L.A.S.E.R. battles are indeed one-sided, so there is no counter attack.
- The attacker rolls a dice of the same number as there are attackers (50 archers roll 1d50). The attacking power of archers can be increased with experience and better weapons.
- The attack value is subtracted from the enemy total health, just as in melee.
- The default health value for ranged units is 5 per unit, so 50 archers have 250 total health. This can also be improved with experience and better armor.
- The default melee attacking dice of ranged units is ([# of units]/2)d2, so 50 archers have a melee attack dice of 25d2 (round up if # of units is odd; 53 archers roll 27d2).
- Special Rule: The # of enemy kills in one ranged volley cannot exceed the # of attacking units (because the most enemies 50 arrows could kill is 50). So, no matter what modifications your units have, their killing capacity in one round is equal to the number of archers.
- WARNING: Ranged units are terrible at melee, so avoid that.
- Modification Station: For simplicity’s sake, units and their respective modifications are categorized as follows:
- Green: Default d2 melee attack. Default 10 melee health value. OR: Default 1d(# of archers) ranged attack. Default (1/2 # of archers)d2 melee attack. Default 5 health per ranged unit.
- Regular: (# of men)d2 + (1/4 # of men) melee attack. 15 health per unit. OR: 1d(# of archers) + (1/4 # of archers) ranged attack. (1/2 # of archers)d2 + (1/4 # of archers) melee attack. 10 health per ranged unit.
- Veteran: (# of men)d2 + (1/2 # of men) melee attack. 20 health per unit. OR: 1d(# of archers) +(1/2 # of archers) ranged attack. (1/2 # of archers)d2 + (1/2 # of archers) melee attack. 15 health per ranged unit.
- Elite: (# of men)d3 + (# of men) melee attack. 25 health per unit. OR: 2d( # of archers) + (# of archers) ranged attack. (1/2 # of archers) d2 + (# of archers) melee attack.
- Legendary: (# of men)d4 + (150% # of men) melee attack. 30 health per unit. AND: 2d (# of archers) + (150% of men) ranged attack.
- Mounted Units: Mounted units may be of any of the above categories, and receive a +(25% # of mounted units) to their attack rolls, and +20 health, whether the mounted unit is melee or ranged.
Yes, Legendary units are proficient in both melee and ranged attacks. They take no penalty for engaging in melee, even if they are being used primarily for ranged attacks.