Big Map Rules
Initiative rolls are made by the Int bonus of the leader, not the Dex bonus. Initiative rolls last a few rounds, as is convenient for running. (Basically, one sitting.)
Most leaders are actually probably a party of adventurers. For stats, you can use the highest bonus of a member of the party — that party member is assumed to be leading that part of the operation.
Leaders are generally not considered combat units unless they have significant military power on their own (Guardian Statues, dragons, etc.)
You can give orders to troops in the same region. Troops will probably obey these orders even after you leave.
Each unit (including leaders) has a move rate listed. The default is 1.
Some units are flying units, and can move over land and sea.
Some units are ships, and can only move at sea (or onto coastal areas) — each ship can carry one unit plus any leaders (but not Guardian statues).
Some units are aquatic, and can move at sea.
On each turn, a leader can do one of six things: move, fight, entreat, scout, prepare, or produce.
Move: Move leader and any number of troops move, up to movement limits. A troop can only move its movement limit in a turn, even if multiple leaders try to lead it.
Fight: Attack a unit in the same area, or in an adjacent region. Pick a result you want: invade (move into region if you win), capture (capture enemy units), or drive out (damage or destroy units, but don’t move).
Entreat: Attempt to sway one or more adjacent troops (all of the same type). Each unit will have conditions that determine when they can be swayed over to another side. Make a Diplomacy check, DC variable. If there’s a leader there, they can oppose your Diplomacy check with one of their own. If successful, you’ll find out what those conditions are, and if you meet those conditions, the units will switch to your side.
Scout: Try to learn more about troops in nearby or adjacent areas. Will reveal any troops you don’t know about, and may help finding troops hidden with Stealth.
Prepare: Make preparations for an area. This gives a +2 bonus to future combat rolls. This actually represents a variety of possible activities that would give a military advantage, including entrenchments, propaganda, espionage, etc. Make an appropriate skill roll, such as Intimidate, Survival, Knowledge (engineering), Craft (weapons), Profession (siege machinery), Stealth, etc. The DC, and the duration of the bonus, are set by the GM based on the description of the preparations.
Produce: Create a new unit. It will usually take multiple turns to make a single unit. The amount of time it takes, the skill rolls needed, and the type of units you can produce, will depend on a GM ruling. This is affected by terrain, population, morale, politics, and other factors.
Fighting and the War Bonus
Each unit gives a +1 to the War Bonus.
The leader’s attributes are also sometimes added to the War Bonus. You can gain total attribute bonuses no higher than the number of units. Most units rely on Strength.
So, for instance, if you had three units, two Str and one Cha, your roll would be a +3 for the units, and up to +3 for leaders’ Str and Cha.
Strategic preparation can sometimes give a +2 bonus to the War Bonus.
Each side rolls a d20 and adds their War Bonus.
If the scores tie, the fight is a standoff.
For every 10 that the winner wins, one of the loser’s army is killed. (winner’s choice)
Then, for every 1 that the winner wins, one of the loser’s army flees to an adjacent area. (loser’s choice where, but not into an area with hostile units). If there’s no place to flee, one troop dies and the rest remain in place.
Some troops have special abilities:
Stealth: The unit can hide from other units. Make Stealth rolls as appropriate.
Fly, Swim, Ship: The unit has special movement abilities.
Heavy Leaders: Some leaders also function as combat units.