Baltimore by Night Battalion Combat Rules (BETA)
- Melee is now an additional modifier for a Cohort's Melee Attack Power (oops...).
- Cleaning up formatting
- Clarified some verbiage for Cohort Tracker
- Obtenebration (and related Combination Disciplines) are now additional modifiers for a Cohort's Ranged Attack Power.
- Melpominee is now an additional modifier for a Cohort's Control pool
- Dominate (and related Combination Disciplines) are now additional modifiers for a Cohort's Resolve
- Added rules for Support Cohorts
- Clarified how Heal Task works for Support Cohorts
- Clarified Actions economy with States
- Updated how Analyze Task works
- Clarified how Knocked Out states are delivered/determined
- Clarified that Movement Rate is only the highest level of the Discipline's listed. Combination Disciplines do not modify this
- Path of Weather Control is now an additional modifier for a Cohort's Control pool
- Obfuscate (and related Combination Disciplines) are now additional modifiers for a Cohort's Defense Rating
- Quietus (and related Combination Disciplines) are now additional modifiers for a Cohort's Melee Attack Power
Note: the rules are in an extreme state of beta testing and will likely experience heavy growth as they are used more.
Instead of working individually, characters operate in groups called a Cohort. A Cohort, while composed of multiple characters, functions as a single unit during the battalion-scale combat situation. A Cohort consists of 3-5 characters.
Each Cohort should have a designated Sergeant (both an IC and OOC one), Tracker, and Reporter (the latter two are purely OOC roles).
Enemies will also be defined as Cohorts, though there is more flexibility to how they operate as they are NPCs controlled by the Storytellers.
In addition to the standard Cohort, there is also a special type of Cohort called a Support Cohort. They have some unique rules that only apply to them.
A Support Cohort is the only Cohort that can assist other Cohorts. For the most part, due to the fog of war and chaos of battle, Cohorts are unable to see what each other is doing. A Support Cohort forgoes the ability to engage in combat and instead monitors the field as a whole. This allows them to perform the following Tasks for the aid of another Cohort: Analyze, Heal, and Rescue.
A Support Cohort may only assist one other Cohort per Phase unless they use a Hero Moment (see below in the Hero Moment section).
Additionally, a Support Cohort may use their Hero Moments only to aid or help another, not for combat.
While limited to only taking support actions, they are also unable to engage in combat against enemy Cohorts.

- Listed Abilities offer a one (1) point boost to the pool for every 5 the Cohort possess in totality (rounded down).
- Listed Merits offer a one (1) point boost to the pool.
- Listed Disciplines offer a one (1) point boost per level to the pool. Example: if two characters in a Cohort both have Fortitude 4, the Cohort has a bonus 8 points to the relevant pool.
- If a character has a Combination Discipline that contains one of the listed Disciplines, they add three (3) points to the pool.
- The Cohort has a Health Pool equal to the number of members times 5 (example: a full Cohort would have a base Health Pool of 25 points)
- Modifying Powers:
Merits- Huge Size
- Rugged
- Fortitude
- Visceratika
- Brawl
- Rending
- Melee
- Shape Changing Discipline (Protean, Vicissitude, or Serpentis) - Only one can be used per Character
- Potence
- Quietus
- Firearms
- Archery
- Auspex
- Obtenebration
- Occult
- Thanatology
- Any Blood Magic Path that has an offensive capability
- No more than 3 Paths can be chosen per Character, thus the maximum a Character can contribute is 15.
- Dodge
- Survival
- Celerity
- Obfuscate
- Thaumaturgy: Path of Mars
When building the Cohort sheet, each character makes a determination about how much of a resource/temper they will contribute to a fight. For Vampires, this is Blood. For Werewolves, this is Rage. In one on one combat, there are ways to regain these resources mid-fight, but for a simplified larger scale fight, there is no enhancing this number mid-fight. Once the starting number of Temper Pool points is determined at the beginning of the combat, it cannot be increased during the fight (except for a Hero Moment).
A character may designate any amount to the Temper Pool at the beginning of the fight. They may choose to hold some of it back however, if they do, they cannot utilize it again until after the fight. But at the end of the fight, they may still need some of their tempers to keep them going. For instance, if a Vampire is worried about getting betrayed and attacked afterwards, they may choose to hold back some of their reserves.
- Celerity
- Temporis
- Thaumaturgy: Path of Blood
Starting with a base of 1, the Cohort will then go through the Disciplines listed below in Modifying Powers. Each character will choose which Discipline from the list will contribute to their Movement Rate (if a character has multiple, it is typically advised to take the one that has the highest score as they can only use one). Then, all members of the Cohort compare their scores and whichever is the lowest is the bonus to the Movement Rate that the Cohort receives.
Example: The Cohort has 3 members. All of the members have Celerity but 1 of them only has Swiftness (Celerity 2) and the others have Celerity 5. The modifier is 2 added to the base of 1.
Note: Unlike other powers, Movement rate is purely chosen from the Disciplines, Combination Disciplines do not make you
- Celerity
- Temporis
- Movement of the Mind
- Flight (the Discipline, not the Merit)
- Alertness
- Awareness
- Iron Will
- Natural Leader or Enchanting Voice (one or the other)
- Dementation
- Presence
- Dominate
- Thaumaturgy: Path of Mars
- Tactics
- Melpominee
- Thaumaturgy: Weather Control
Everyone wants and deserves their chance to shine. Critical Role made this famous with the "How Do You Want To Do This" killing blow moment, but instead of being a reward for the killing blow, the Hero Moment is something each character can invoke. Once per combat. Period. When they do, they do something truly incredible that changes the tide of the battle. The use of a Hero Moment is not decided upon by the Cohort Sergeant, but rather by the individual character. Their Hero Moment should not be wasted and should come with a description of something truly epic that they do (so long as it is something feasibly capable for the person to accomplish. A basic Caitiff with minimal Disciplines cannot hurl a flaming lightning bolt for example).
Hero Moments are absolutely moments of notice. Using a Hero Moment to save another character from death is seen by all and done at great risk to the defending hero. While each character is limited to one Hero Moment per overall scene, a Cohort may not have more than three (3) Hero Moments happen in a single Phase.
- Receives a reroll of one die roll in the next Phase.
- They may remove the Scared state from all characters in their Cohort.
- For the remainder of the Phase, the Cohort gets a +5 bonus to their Resolve.
A character in either the Stabilized or Knocked Out State is moved up one category. If they are Knocked Out, they go to Stabilized. If they are Stabilized, they go to Active.
Part of being Stabilized is the member is moved to a safe location (maybe behind some debris or carried on the back of an Active character). Due to this implied safety, the Stabilized character may no longer receive damage when distributed among the Cohort unless all other members are Stabilized, Knocked Out, or Dead.
A Cohort can take the Rescue task twice in the same round to move a character from Knocked Out to Stabilized to Active. However, they can only take two Rescue tasks per Phase.
Additionally, if the Cohort Sergeant does NOT allocate one Action to a Rescue task when there is a member of their Cohort in the Knocked Out phase (not Stabilized), they are knowingly sacrificing a member of their party. While there is a chance they might not take damage during the next Phase, it is a huge gamble with people's lives. As such, doing so will cause the Sergeant to suffer an automatic loss of Path/Humanity rating.
Depends on the Hero Moment being taken.
See Hero Moment section above for more details.
When a Cohort takes damage, it is not divided among each character, rather, the Cohort's Health Pool is used. The damage is simply deducted from the Health Pool.
When the Health Pool reaches zero, the danger becomes very real. For every 10 points of damage (rounded down) the Cohort takes after hitting zero, one member (chosen randomly by dice roll. This cannot be the Sergeant) is moved into the Knocked Out state. For mortals, this can represent unconsciousness, for Vampires this represents Torpor, etc. While in the Knocked Out state, the Cohort sees their available maximum actions reduced by 1. If multiple characters are in the Knocked Out state, then there are multiple reductions to the available actions.
When distributing the damage below zero, the Sergeant is chosen last. They cannot be targeted unless all other Cohort members are Stabilized, Knocked Out, or Dead. This is one of the benefits of being the Cohort Sergeant.
If the Cohort takes damage again on the next round, the Knocked Out characters are targeted first when determining outcomes. If the Cohort is still at or below 0 and they take another 10 damage, the Knocked Out characters must be chosen first. The damage moves them from the Knocked Out state to the Dead state and the character has met death (or Final Death in the case of a vampire).
If a character is Rescued they move from the Knocked Out state to the Stabilized state. They still may not contribute to the maximum available Actions, but they are no longer able to be targeted by damage distribution unless everyone else in their Cohort is either Knocked Out or Stabilized.
Once the Storyteller declares the Battalion fight over, characters need to transition from their Cohort sheet back to their standard sheet (in case one on one/character vs. character combat commences). Whatever damage they took is divided equally (rounded up) among the characters that are not in the Dead state. For every 3 damage they take, they are at one aggravated damage. Anything extra converts to lethal damage. Example: A Cohort of 5 takes 76 damage, each member takes 16 damage (78/5=15.6=16). This means each character ultimately takes 5 Aggravated and 1 Lethal damage. If the character did not die in combat but the post-combat calculated damage would take them past the point where they die, they are reduced to Torpor. Under no circumstance can this damage make the character dead. If they were not already in the Dead state, the worst that can happen is they are in Torpor.
Once the Aftermath damage is determined, a character may burn up to 3 Aegis. Each Aegis burn reduces the damage they suffered by half (rounded up). For example, if a character took 40 damage at the end of the combat, that turns into 8 Aggravated Damage. Then they spend 1 Aegis to reduce it to 4 Aggravated Damage. A second Aegis reduces this down to 2 Damage. A third and final Aegis reduces this to 1 Aggravated Damage. There is no way to completely shed all damage from such a brutal scale of fighting.
For every 25 damage a character is determined to take in the Aftermath, before factoring in Aegis burns, they suffer a lasting effect as determined below. The Storyteller will work with the player to come up with something appropriate
Any character that ends the Battalion battle in the Dead state ends the combat dead. Their character is removed from play.
Any Tempers that were not allocated at the beginning to the Temper Pool are retained by the character. Additionally, the remaining Temper Pool is evenly split up among the Cohort characters (rounding down).