Fantasy battle simulator — offline-ready, transparent math
Ruleset • Build • Local-only
🏰 War Room
Campaign view for faction alignment, war health, allied army condition, and manual war resources.
War Status
0 factions tracked
Overall War Signal
Contested
No war data yet.
Faction Relationships
Neutral by default
Classify factions manually. This drives the War Status overview and allied drill-down.
War Resources
Manual tracking
Turn & Weather
Current campaign state
Recent Weather Turns
Allied Army Breakdown
Allied factions only
Wins and losses come from battle history. Degradation compares current values to original army values.
Attacker
Dice to roll cap: 10
—
or
Load a saved army or create a new one.
Enter a name, class, size, and STR to prepare this side.
☠ Army Defeated — Size is 0. Restore size or load a saved army to continue.
Battle scale: enter size and STR to calculate.
Dice to roll —
Leave blank to auto-select the default dice to roll.
Rule: attacker must roll ≥5 dice.
Dice to roll
—
Dice type
—
Advanced setup
Optional rules, nearby armies, math details, and manual overrides.
Doctrines 0 selected
Nearby Armies
Nearby Allies (Assist)
Nearby Enemies (Hinder)
Dice math breakdown
Enter values to see breakdown.
Battle Context
Home territory, forest environment, flanked status, and Bandits hidden attacks can apply direct active-matchup rules for approved mechanics in this pass. Other context flags only power nearby assist / hinder effects.
Manual override
Manual dice adjustment
0 dice
Advantages
0
Disadvantages
0
Engagement
VS
Set up both armies → check the dice summary → start Battle. Compare-style: defender-favored per-die ties.
—
Roll Details
Attacker
Total: —
Defender
Total: —
Dice Comparisons
#
Att die
Def die
Loss
Defender
Dice to roll cap: 8
—
or
Load a saved army or create a new one.
Enter a name, class, size, and STR to prepare this side.
☠ Army Defeated — Size is 0. Restore size or load a saved army to continue.
Battle scale: enter size and STR to calculate.
Dice to roll —
Leave blank to auto-select the default dice to roll.
Rule: defender minimum 1 die to roll. Dice to roll ≤0 = auto-loss.
Dice to roll
—
Dice type
—
Advanced setup
Optional rules, nearby armies, math details, and manual overrides.
Doctrines 0 selected
Nearby Armies
Nearby Allies (Assist)
Nearby Enemies (Hinder)
Dice math breakdown
Enter values to see breakdown.
Battle Context
Home territory, forest environment, flanked status, and Bandits hidden attacks can apply direct active-matchup rules for approved mechanics in this pass. Other context flags only power nearby assist / hinder effects.
Manual override
Manual dice adjustment
0 dice
Advantages
0
Disadvantages
0
Conditions —
🌦 Weather
CLEAR☀ Day
✨Strange Phenomenon: —
Intensity
Low (±1 die)
Hour
12:00
Day (06:00–17:59)
⚔ Armies
0 armies
Factions
0 factions
Battle History
⚙ Settings & Data
Unsaved settings
Help & Wiki
Need setup help, rules references, or import instructions? Open the Help Wiki.