Players have factions of size X, setting defined (optional: player char/social/int bonus is added to faction rolls). Factions are groups of units, represented by a dice showing their size. Players set units (GM may allow players to pick unit sizes or distribute himself, only one unit can be in each square) on a checkered board (GM may set special terrains). TURN: For each faction: For each unit: - move (up to 2 squares) ; - attack (if a enemy unit is on an adjacent square) or - redistribute (or merge) troops if two units in the same faction meet. COMBATt: roll 1d10 + size + bonus vs 1d10 + size + bonus of opposed unit. subtract difference from loser side’s size. Units with size 0 is removed from the board. Last faction standing wins. BONUS: terrain (forest: +2 to defenders,swamp: -1 speed,road: +1 speed, mountain : +2 to attackers, etc) banners (+1 to rolls of controller, represented by coins under the unit) flanking (units also adjacent to defending unit give +(size/2) bonus) General, belongs to a unit and adds +2 bonus, can switch unit. killing his unit rewards a +1 banner (optional). Last man (unit with size 1 has +2 bonus)
KMC is a set of rules for any kind of massive combate.
You can add more special bonuses (like weapons, moral, etc). If you are playing in a campaign and wish to use this rules, use the chars either as generals (with the general rules, adding +cha/social/int to that unit instead of +2) or as faction leaders (Adding rolls to entire faction).
For space battles, you can have a d100 representing a mothership that releases smaller d4 sized ships (and alter the terrains to ‘asteroid field’, ‘near a blackhole’ etc), for instance.