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Field Manual β€” Quick Rules + Help Guides

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Quick overview

Fantasy War Sim is a fantasy battle simulator built for fast setup, clear battle outcomes, and quick table reference.

Battle
Run engagements with full transparency: pool math, roll details, comparisons, war report, and auto-resolve.
Armies / Factions
Manage reusable army records and faction groups, then load them directly into battle panels.
History / Settings
Audit outcomes, export/import data, and configure weather, battle rules, and UI behavior.
Quick Start: run your first battle in under 1 minute
  1. Set Attacker and Defender Army Class.
  2. Enter Army Size and STR for each side.
  3. Leave Dice to roll blank to auto-select the default dice to roll, or enter a number manually.
  4. Click Battle. Review summary, then open Roll Details / Dice Comparisons for full audit.
Data safety and wipe behavior
  • Reset on Battle tab resets panel runtime values, but does not erase saved armies/factions/history.
  • Wipe all local data in Settings permanently clears saved records, history, and settings on this device.
  • Use Export full state (JSON) before major edits to keep a recoverable backup.
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Battle Guide

Battle flow

This section shows how to read each battle result quickly and confidently.

Dice to roll behavior (single-input model)
  • Each side has one Dice to roll input.
  • Blank input = auto-select the default dice to roll for the current rules mode.
  • Numeric input = manual dice to roll, clamped to the allowed maximum.
  • In compare mode, attacker needs at least 5 dice to roll unless cap override is active.
How to read Dice Math Breakdown
  • Shows pool contributors line-by-line, including Total dice, Usable dice, Dice to roll, and the modifiers that move those numbers.
  • Advantage/disadvantage are shown as roll modifiers in breakdown and applied at roll stage.
  • Breakdown is for transparency; it does not introduce hidden modifiers outside displayed lines.
Battle scale, quality tags, and oversized-host warnings
  • Battle scale is derived from Total dice only: Size dice plus STR dice before matchup, weather, doctrine, nearby, or manual modifiers.
  • Quality tags are a quick scale read for the current army, from Squalid up through Mythical.
  • Very Wealthy and above show a Supply warning. This is advisory only in the current build and does not change battle math.
  • Class ceilings are checked when a battle starts, not when you save or import an army.
War Report, Battle Again, and Auto-Resolve
  • War Report opens after Battle when that setting is enabled.
  • Battle Again runs one more round immediately.
  • Auto-Resolve Until Stop loops rounds until a stop condition occurs.
  • Stop reasons include attacker defeated, defender defeated, mutual destruction, phenomena triggered, or safety limit reached.
Compare-style Quick total Roll Details Dice Comparisons
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Armies & Factions

Army records and Save vs Update behavior
  • Battle panel button changes label to Update Army when a saved army is loaded on that side.
  • Without a loaded army, button is Save as Army.
  • Armies with size 0 are shown as defeated in Armies list.
  • Saved armies now show Total dice and a derived Quality line for quick battle-scale reference.
Quality tags, class ceilings, and battle-start blocks
  • Quality is derived from Total dice only. Matchup, weather, doctrines, nearby effects, and manual dice changes do not change the quality tag.
  • Rebels cannot exceed Poor. Bandits and Thieves cannot exceed Average.
  • Other Standard classes cannot exceed Aristocratic in the standard battle scale.
  • If a side exceeds its class ceiling, the simulator blocks the battle start and tells you to split or reduce the army before battle.
Faction management behavior
  • New Faction modal supports empty factions and assigning existing armies before save.
  • Faction names are unique case-insensitively.
  • Assigning an army in faction flow is authoritative (army moves to the selected faction).
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Import / Export

File guide

CSV import checks your file before applying changes. If there are errors, fix them and import again.

Armies CSV: required headers, optional fields, doctrine format
Download template
HeaderRequiredNotes
nameYesUsed to match existing army names (not case-sensitive)
classIdYesValid class ID or resolvable class name alias
sizeYesWhole number, 0 or higher
strYesWhole number, 0 or higher
factionNoPlain text
notesNoPlain text
doctrinesNoSemicolon tokens, e.g. heavy_artillery;elemental_ammunition:fire
name,classId,size,str,faction,notes,doctrines
Iron Vanguard,infantry,150,120,Northwatch,"Frontline shield wall",heavy_protection;armor_piercing
Storm Lances,cavalry,120,100,Northwatch,"Fast flanking cavalry",anti_air
Arcane Battery,mages,80,140,Starfall Collegium,"Primary caster detachment",battlefield_weavers;elemental_ammunition:fire
Duplicate doctrine tokens in one row fail validation. elemental_ammunition requires :damageType.
Factions CSV: required headers and behavior
Download template
HeaderRequiredNotes
nameYesMust be unique in the file (not case-sensitive)
notesNoOptional notes column for your own records
name,notes
Northwatch,"Northern coalition armies"
Starfall Collegium,"Mage-focused command"
Free Companies,"Independent mercenary groups"
CSV bundle ZIP requirements
  • Bundle must include armies.csv, factions.csv, and manifest.json.
  • If any required file is missing or invalid, import stops and no changes are applied.
  • Application order is factions, then armies (after full validation).
JSON full-state import/export behavior
  • Full export includes armies, factions, history, weather, settings, and battle draft data.
  • Full import checks army, settings, and weather values before applying.
  • If the file format is invalid, import is rejected with clear error feedback.
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Settings Reference

Use this section to translate settings labels into practical behavior.

Battle Rules settings
Resolution mode
Compare-style uses per-comparison resolution. Quick uses total comparison with configured loss preset.
Quick Total loss preset
Controls loser/tie loss values in Quick Total mode only. Compare-style follows the rules document directly.
Dice pool rules
Three-pool uses Total dice β†’ Usable dice β†’ Dice to roll. Legacy keeps the shipped direct-cap behavior.
Dice caps
Enforce normal dice-cap behavior or allow over-cap flows where supported. In Three-pool mode, over-cap bypasses only the final Dice to roll cap.
Override Doctrine Eligibility
When enabled, doctrine picker shows all doctrine options regardless of class restrictions.
Assist/Hinder system
Master toggle for nearby assist/hinder effects in preview and battle math.
Assist/Hinder dice cap per side
Caps net assist/hinder dice delta per side; roll-manip effects are not capped by this number.
War Report popup after Battle
Shows/hides post-battle modal presentation. Battle/history still resolve regardless.
Weather, season, and theme settings
Season / Climate / Turns per season
Drives weather randomization pools and turn progression behavior.
Current turn / Day starts / Night starts
Controls time-of-day context used by weather-sensitive checks.
Lock season / Lock weather
Prevents automated progression for the locked dimension.
Phenomena base chance
Base chance used when evaluating random phenomena trigger events.
Phenomena lock duration / Intensity drift mode
Controls persistence and intensity evolution once phenomena are active.
Theme toggles + Theme strength
Visual layer only. Does not alter battle mechanics.
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War Report & History

War Report details explained
  • Top banner shows canonical outcome precedence (victory/holds/defeated/mutual).
  • Summary rows show losses and updated sizes for both sides.
  • View Details includes weather used, next weather, roll details, dice comparisons (if compare mode), and math breakdown.
History card behavior
  • History auto-saves after each battle.
  • Collapsed card = mini war report (headline + losses + updated sizes).
  • Expanded card includes context snapshots, rolls, comparisons, modifiers, and stop reason where present.
Auto-resolve stop reasons (plain language)
  • Attacker defeated: attacker size reached 0.
  • Defender defeated: defender size reached 0.
  • Mutual destruction: both sizes reached 0 in same resolution.
  • Strange Phenomenon triggered: post-battle weather transition triggered new phenomena for next battle.
  • Safety limit reached: protective max-round stop to avoid infinite loops.
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FAQ / Troubleshooting

Why did CSV import fail with β€œNo Changes Applied”?

CSV imports are checked before changes are made. If any row has an error, fix the listed issues and re-import.

Why was an army updated instead of created?

Armies CSV matches by army name (not case-sensitive). If the name already exists, that army is updated instead of creating a duplicate.

Battle button is disabled. What am I missing?

Common blockers are missing classes/sizes/STR, invalid values, or compare-mode dice-to-roll rules not satisfied. Check the validation message directly above the battle controls.

Auto-resolve stopped unexpectedly

Open War Report status line for stop reason. It stops on defeat, newly triggered phenomena, or safety limit guardrail.

Can I recover wiped data?

No built-in recovery exists after wipe. Export full state JSON regularly for backups before major changes.

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Glossary

Compare-style
Resolution mode that resolves battle through dice comparisons rather than a single total-only check.
Quick mode
Simplified total-based resolution with configurable loss presets.
Dice to roll
Number of dice a side will actually roll in the current round.
Usable dice
The current battle pool after the usable-dice cap and post-cap modifiers are applied.
Total dice
The base size-and-STR dice count before the usable-dice cap is applied in Three-pool mode.
War Report
Post-battle modal summary with optional deep details and round chaining actions.
Phenomena lock
Number of battles a triggered phenomenon remains active before returning to random progression.
Assist/Hinder
Nearby army system that applies explicit rules-authored support/pressure effects.
Command Points (CP)
Optional campaign-layer resource representing strategic coordination and high-level war leverage.
Morale Meter
Optional -5 to +5 campaign pressure tracker for cohesion and combat confidence.
Supply Meter
Optional -5 to +5 campaign tracker for logistics, readiness, and attrition pressure.
Influence Meter
Optional -5 to +5 tracker for political gravity, alliance pressure, and narrative visibility.
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Game Rules Field Manual

Use this section for quick table rulings, reminders, and short play-ready references. Keep play moving here, then open the full rulebook when you need complete wording.

Open Full Rulebook Opens the complete long-form rules text.
Fast answer first
Every section starts with concise, table-use guidance.
Depth on demand
Open accordions for longer wording and examples when needed.
Play-focused language
Content is framed around what to do at the table and when.
Full-book bridge
Each major section links to the complete rulebook text.
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Rules: Quick Start

Use this when you need the table back in motion quickly. It covers the flow, terms, and what to resolve first.

Two Layers
Strategic Wargame layer (wide view) plus Cinematic Sequences (hero spotlight).
War Loop
Move phase, optional cinematic zoom-in, battle phase, consequences, repeat.
Battle Core
Build Total dice from Size + STR, shape Usable dice with modifiers, then choose Dice to roll.
Full reference: Quick Start and Chapter 1 overview
  • Strategic layer tracks fronts, movement, and major engagements.
  • Cinematic layer creates leverage through focused objectives, sabotage, assassinations, and rescue operations.
  • A stage is a complete pulse of war pressure where strategic outcomes and cinematic leverage inform each other.
  • GM can run strategic layer directly or share ownership with players; both are valid table modes.
Stage Strategic layer Cinematic sequence Leverage
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Rules: Strategic Core

This is the high-use procedure for resolving strategic battles at the table.

StepWhat to doWhy it matters
0Set conditions (weather, time, context)Conditions shape pool math before rolling.
1Confirm attacker, defender, and engagement setupPrevents mismatched assumptions before dice are chosen.
2Build Total dice, Usable dice, and modifier-adjusted poolsThis defines each side’s battle leverage.
3Set dice to rollDice-to-roll choices trade certainty for flexibility.
4Roll and resolve comparisonsCompares rolled power directly and determines losses.
5Apply losses and decide continue/stopSets immediate outcome and next tactical choice.
Worked example: pool construction snapshot
  • Attacker Size 150 gives +3 dice; STR 120 gives +12 dice.
  • Defender Size 100 gives +2 dice; STR 80 gives +8 dice.
  • In Three-pool mode, start with Total dice from Size/STR, cap to attacker 12 / defender 10 for Usable dice, then apply the remaining dice modifiers.
  • Dice to roll defaults to attacker 10 / defender 8 unless override paths are active, then defender wins ties in compare-style resolution.
Campaign procedures (movement, aftermath, occupation)
  • Move declarations, retreat handling, and occupation outcomes are usually adjudicated by the GM at campaign scale.
  • Aftermath options include convert, capture, raze, and liberate based on campaign goals and story stakes.
Open Battle tab Need full wording? Open Full Rulebook Opens Fantasy War Sim directly to the Battle tab.
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Rules: Army Classes

Army classes define battlefield identity, matchup pressure, and what each force wants to avoid.

Standard classes (Non-Special)
ClassBest atWatch out for
ArchersRanged pressure and defensive supportClose-pressure classes and blocked lines of sight.
AssassinsHidden elimination and high-value disruptionDetection pressure and prolonged front-line trades.
BanditsDisruption and opportunistic tempo swingsEntrenched formations and disciplined defenses.
BuildersInfrastructure support and siege preparationDirect attrition battles without setup time.
CavalryMobility and breakthrough pressurePikes, chokepoints, and difficult terrain.
GunnersProjectile firepower and doctrine combosWeather visibility penalties and close collapse.
MagesArcane modifiers and flexible counterplayAnti-magic pressure and high volatility events.
PikesAnti-cavalry stance and line holdingFlanks and encirclement pressure.
RebelsHome-ground leverage and irregular warOpen-field wars of attrition away from support.
SiegeFortification pressure and structure breakingMobility loss and flank exposure.
SpiesInformation control and roll manipulationReveals, intel counters, and anti-hidden setups.
SwordsDirect frontline engagementHard counters and layered ranged pressure.
ThievesSTR theft and destabilization windowsDurable lines and anti-infiltration responses.
HuntersTracking, skirmishing, and pursuit pressureHeavy armor formations and urban choke fights.
Special classes
Fiends Undead Aerial Cavalry Vampires Shield-Brethren Warforged Mutants
Special faction classes
Snow Elves Fire Cult Grail Arrio Sisters Drow Forest Fey Mel's Army Treants Artemis Hel's Legion
How to interpret class matchup fields
  • Immunity commonly maps to +3 dice, Resistance to +1, Vulnerability to -1, and Deadly to -3.
  • Deadly Doctrines can trigger deadly penalties from doctrine presence rather than class type.
  • Preferred and undesired weather/terrain cues are useful for deciding deployment and commitment strategy before rolling.
Open Armies tab Open Battle tab Need full wording? Open Full Rulebook Each link opens Fantasy War Sim on the matching tab.
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Rules: Doctrines

Doctrines are strategic directives. Pick them to shape how an army fights, what it trades away, and what pressure it can sustain.

Doctrine categories and baseline cost rule
  • Augment doctrines apply to specific armies.
  • Trade doctrines apply as broader strategic toggles.
  • Quiet trade doctrines are stealth/influence-oriented strategic policies.
  • Baseline CP cost is generally defined for size 1-100 and scales by additional 50-size increments.
Augment doctrine compendium (high-use)
DoctrineUse whenBenefitTradeoff
Anti-AirEnemy air pressure is expected.Deadly pressure vs aerial targets.Higher supply and logistics burden.
Anti-MagicEnemy caster dominance is likely.Strong anti-magic counter pressure.Can reduce flexibility in mixed matchups.
Heavy ArtilleryYou need range and siege pressure.Higher die-step and structure threat.Mobility loss and flank exposure.
Fire ArtilleryWeather/terrain favors fire pressure.Fire-based deadly windows.Cold/wet conditions can blunt impact.
Elemental AmmunitionYou can exploit enemy elemental weakness.Chosen element overlays matchup math.Backfires into resistances/immunities.
Armor-PiercingEnemy fortification/armor is central.Punches through heavy defenses.Follow-up strain after commitment.
Heavy-ProtectionYou expect sustained incoming pressure.Defensive shell and attrition stability.Speed and maneuver penalties.
Battlefield WeaversYou need weather-space control.Zone weather influence and control.Later-phase fatigue and vulnerability.
Counterspell CadreEnemy arcane tempo is high.Reduces hostile arcane effect tiers.Narrow return when no caster pressure.
Wild Surge LicenseYou need high-risk burst momentum.Die-step boost and volatility upside.Complication risk and instability cost.
Ritual ArtilleryYou can set up before engagement.Prepared long-range ritual pressure.Breaks under forced repositioning.
Ward-SmithsYou need anti-deadly shielding.Protective ward/zone guard support.Opportunity cost after activation.
Soul-BindersCampaign pressure rewards risky scaling.Potential CP and win-condition leverage.Morale-side consequences if stalled.
Spellthief DetachmentEnemy doctrine stack is predictable.Temporary doctrine-copy pressure.Follow-up vulnerability if mistimed.
Trade and quiet-trade doctrine lists
Forced March Better Rations Strict Discipline Clemency Protocol No Prisoners Requisition Authority Propaganda Bureau Specialist Training Cadre Black Market Quartermasters War Levy Shadow Campaign Espionage Network Deniable Operations Silent Consolidation

Use these to shape campaign pressure, logistics, and political tempo when your table is running broader war-layer play.

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Rules: Weather & Terrain

Weather and terrain are battle context multipliers. Treat them as strategic pressure, not just flavor.

Condition overview and interpretation
Time of day overlay
Day and night alter visibility/light context but are not weather tags by themselves.
Weather stack
Weather affects visibility, movement pressure, and matchup conditions in layered ways.

Core weather tags include clear, cloudy, heavy clouds, fog, rain, heavy rain, wind, thunderstorm, freezing, snow, blizzard, dry, scorching heat, smog/ash haze, and strange phenomena.

Strange phenomena list (full coverage)
PhenomenonHow it feelsAt-table effect cue
AshfallBurned-sky pressure and visibility drag.Plan for longer attrition and reduced clarity.
Solar EclipseDaylight collapses into omen-dark conditions.Treat many checks as night-like and uncertain.
Strange LightsLuminous anomalies distort normal cues.Visibility and timing calls can shift unexpectedly.
Meteor ShowerSky hazard and falling-fire disruption.Add urgency and movement-risk pressure.
Malevolent StormOppressive storm front with hostile momentum.Expect broad pressure and failed coordination.
Wild Magic StormArcane instability with surge-level drama.Magic outcomes spike; table events become volatile.
Magnetic StormDirectional/field interference and pull.Target communication and formation friction.
Elemental DisturbanceConflicting elemental forces break stability.Resolve element context carefully before commits.
Weather table and terrain table quick reference

Use these condensed tables for fast rulings. Open the full rulebook for expanded wording.

Seasond100 highlights
WinterSnow/Freezing common, blizzard rare, phenomena on 100.
SpringRain/fog-heavy season, mixed overcast and winds, phenomena on 100.
SummerClear/dry/scorching dominant, storms rare, phenomena on 100.
FallCloud/fog/wind blend with rain pockets, phenomena on 100.
Terrain roll focus (d20)Typical outcomes
1-4Fortress, bridge, mountain pass, high ground
5-8Ruins, city, trenches, river routes
9-13Roads and open fields/plains
14-18Forest and forest-edge ambush terrain
19-20Industrial/scorched or GM regional signature terrain
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Rules: Command Meters

These are optional campaign-layer controls for long-running war pressure and strategic pacing.

MeterRangeWhat it represents
Command Points (CP)Campaign resourceHigh-level coordination, emergency leverage, strategic exceptions.
Morale-5 to +5Cohesion, willingness to fight, resilience under pressure.
Supply-5 to +5Logistics, equipment readiness, route integrity, attrition risk.
Influence-5 to +5Political gravity, alliance pressure, narrative visibility.
Tier behavior summary
MeterHigh tier signalLow tier signal
MoraleMomentum bonuses and cohesion stabilityAttack friction, retreat risk, collapse pressure
SupplyOperational tempo and reduced exhaustion pressureAttrition, logistics penalties, movement breakdown
InfluencePolitical leverage, ally pull, CP opportunitiesIsolation, reduced support, weaker strategic leverage

High-level tier labels in source include outcomes like Inspired/Broken (morale), Over-Supplied/Collapsing (supply), and Dominant/Irrelevant (influence).

Need full wording? Open Full Rulebook Optional rule layer. Ask the GM how it is tracked at your table.
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Rules: Optional Mechanics

Cinematic optional mechanics
  • Cutscene: spotlight dialogue beats in war scenes.
  • Dice impact: cinematic outcomes can shift strategic dice quality and pressure.
Strategic optional mechanics
  • Includes retreat, split, flanking, rest, fortify, fallen commander handling, medals, financial overlays, and help/assist variants.
  • Many are map- and campaign-context dependent, so adjudication remains GM-led.
Need full wording? Open Full Rulebook Optional Rule: confirm inclusion with your GM before play.
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Rules: Appendix / Quick Reference

Quick referenceSummary
Cinematic actionsRally, Scene, and Cinematic Moment as rapid narrative tools.
Movement speedsReference distances by army type and phase cadence.
Battle capsAttacker cap 10, defender cap 8 (with specific override paths).
Modifier shorthandImmunity +3, Resistance +1, Vulnerability -1, Deadly -3.
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