This is a MOSAIC Strict-compliant variant of something I posted earlier- one that leans into "combat as war" in that combat represents risks that can be managed and prepared for, but there are few tactical decisions once you enter into it. You may also like Emmy Allen's system.
0) Like any other Mosaic subsystem, don't open up this minigame when it doesn't make sense. If the outcome isn't in doubt, then you don't need it. If players want something tactically interesting, give them something tactically interesting instead.
1) At points this system refers to Combat Capability, or CC. When it becomes relevant to determine a character's CC, add up the following, or throw in what makes sense to you:
- If you're not sick, +1.
- If you're not tired, +1.
- If you're not injured, +1.
- If you're armed with something improvised (including magic not purely useful for combat, like ice magic or something), +1. If you're armed with a real weapon (or have some kind of martial arts training), +2. If you're armed with a cool magic weapon, +3 or more.
- If fighting is the main thing your character does for their background, +1.
- If you're, like, super big, +1 or more.
- If you have a mount that you're trained in and fits the terrain, +1.
- If you're a cold killer - the sort where people can see it in your face and don't trust you - that's also +1.
- If another PC has died by your side in combat, +1.
- If you've lost a battle on this terrain before, +1.
- If another PC has died by your side in combat on this terrain before, +1.
- If you've lost a battle to these kinds of opponents before, +1.
- If another PC has died by your side in combat against these kinds of opponents before, +1.
For monsters, make up a CC that makes sense.
2) When combat begins, everybody chooses Morale - a number from 1-12 - secretly passing them to the GM if desired.
3) Roll 1d6. This represents the decisive factor in battle. If you're fighting under particularly bad conditions (in an avalanche, in a flooding dungeon, in the stomach of a tarrasque) roll a bigger die and interpret everything above a 6 as 6.
- Numbers: whichever side has fewer combatants loses.
- Might: whichever side has lower average CC loses.
- Cohesion: whichever side has lower average morale loses.
- Leadership: whichever side has the best single combatant - as defined by Morale + CC - does not lose, but rather the other side loses.
- Positioning: whichever side has worse circumstantial advantage loses. If in doubt, the defender loses, unless they are defending a fortified position, in which case attacker loses.
- Mutual Ruin: both sides lose.
4) Each combatant on the losing side rolls 2d6. If they roll over their Morale, they ran away (or are captured if escape is impossible and the enemy takes prisoners - or they successfully played dead, or whatever). If they roll under or equal to their Morale, they're dead (or also possibly captured, &c, depending on the circumstances).
(Note that losing combat is a mechanical condition while winning is not. You "win" if making your opponent lose accomplishes whatever extra-combat goal you happened to have.)
5) Regardless of whether your side won or lost, if you didn't die, roll 2d6 (one red die, one blue) and compare it to Morale again, or Morale + 3 if you lost. If it's under (not equal) to your Morale, you sustain injuries. Unless there's something interesting about the kind of injuries an opponent can give you (as with a basilisk or a vampire), but by default consult the red die rolled and the following chart:
- Just a scratch.
- If you had a shield, light armor, or heavy armor, you're fine. If not, roll 1d6 again.
- If you had heavy armor or a shield, it's shattered. If not, roll 1d6 again.
- You lost a hand, an eye, or something else useful.
- You have a deep wound and are grievously injured. You cannot exert yourself for the next day and will need to be under care.
- You are mortally wounded, and though you can move around, you will need to seek treatment in a center of civilization within 1d12 days (referee rolls secretly) or you will die.




