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| #1frenchskavenAug 26, 2014 14:00:27 | The goal of the “Geoffroy’s squad system” is to encourage player to work together in a fight in order to palliate each other weakenesses while taking advantage of the diverse abilities and strong points of each squad types on the field. The squad system can be use in order for the DM for put hordes of enemies on the field and give the player more epic fights.
Front line squads = player + five npc for melee squads, or four if ranged squads (can be augmented later in the game via feats or player choice.)
Squad types: Abilities:
Stealth: The Rangers speciality. Rangers have learned to move unseen to the eyes of others and make full use that when going against the enemy. When doing a hiding check, Rangers use the skill level of the player. If the Know the terrain rule can be applied then they add +3 to the result. If Rangers attempt a Hide check without enemies in the area, they automatically pass. If they are enemy, then for each ten feet they are away from the closest enemy they add +1 to the roll, but this apply only if the enemy haven’t detect them before. If an enemy is within a ten feet distance the Rangers take a penalty of -1 per feet to a maximum of -9.
Snipe: If undetected, the player in the Ranger squad can attempt a Snipe on one enemy if they can shoot him in the back or the right side (if he carry a shield). The Snipe hits on flat-footed. Hitting with a Snipe his an automatic “crit” chance. But for each square away from the target the player suffers a -2 to shoot and if the target has moved before or is moving an additional -3. Sabotage and trap placement: Rangers can also try to sneak in the enemy encampment to try to do some sabotage. If the sabotaging action is a success that will affect the enemy in a way decide by the DM (burning the food storage can giving the enemy less strength in a fight because of hunger). They can also place trap for the enemy. Those include animal traps to pitfalls or tree in the way of a convoy.
Spearwall: when Pikemen form in a Spearwall, they became a real pain for the enemy, literally. In that formation, Pikemen can prevent enemy charges form hitting home, if they can muster enough strength to accomplish that feat. When an enemy charge a Spearwall formation, it counts as if the Pikemen gained an opportunity attack (following the Bracing rule) with an immediate interrupt. If the attack is successful, the Pikemen and the enemy take a Strength check, the enemy suffering a -1 for each 3 points of damage taken. The Pikemen on the other hand gain a bonus of +1 for ally squad mates adjacent, and half of the strength modifier from one of said allies (player choice). If the check is successful the enemy is kept at bay at the end of the spears, if not he reaches close-combats (momentum), but cannot do anything.
Unit cohesion: when dealing attacks of opportunity, a Pikemen can trigger the same actions for his adjacent allies. Also, due to years of training, a Pikemen is able to attack form above the shoulder of a squad mate, but since he cannot use his full strength in the attack, he will take a -3 on the attack roll. Square (need eight or more in the squad): a square put the Pikemen in a box shape formation, as to prevent any flanking by the enemy, however, when in that formation, the men keeping the corners of the square cannot receive help form their allies (except attack of opportunity if other Pikemen can hit). Also the formation is static, so Pikemen cannot do any move actions.
Pike charge: when a squad of Pikemen charge with a formation of two ranks, and manage to keep their formation steady enough (Atlethic check using the lowest one of the squad), they gain a bonus to damage equal to the strength modifier of the ally behind them. If the charge has been made from more than 15 feet, the Pikemen can attempt to knock their opponents prone, as to represent the momentum acquire during the charge.
Focus fire: Crossbowmen can also focus fire on a single target, at the squad leader command. In doing so, they unleash a tremendous barrage of bolts on the target in order to kill it as fast as they could. Roll attacks as normal, but each crossbowmen deal extra damage equal to the number of ally scoring a hit on the target times 2. If the crossbowmen can fire on their next turns, the damage continues to stack until they stop firing for a turn at the target. Same penalty as for the Volley fire ability.
Arrow barrage: The archers target an area of the battlefield and shower it with arrows. Assuming that the barrage continues until next turn, any enemies moving inside or in that area must take a reflex check, with a penalty equal to the number of arrows falling onto the square(s) they entered. If succeed, do a normal attack roll wth a +1 for each arrows, roll the damage for all the arrows. If the Reflex check is failed, then the unit is pinned for a turn (save ends).
Harquebusiers: (Special range) harquebus are very deadly weapons, a characteristic that apply as much for the target as for the wielder of the weapon. Nonetheless, a harquebus shot usually leaves gaping holes into the enemy, and its friend behind him. But Harquebusiers know that the strength of their weapon come form it’s very high stopping power, and know how to magnified that trait in firing devastating, charge stopping volleys. Given the inaccuracy of their guns, Harquebusiers have also learned to use their weapons while standing right in front of a charge (with comforting ranks of Pikemen at their back). They can also use their weapons to fire at the shoulder of allies in front of them (they must still warn the said ally of that, because no one likes having a harquebus fired right beside their head).
Point-blank volley: Harquebusiers performing that trick have mastered the Pike-and-Shot style of warfare. In doing so they wait for the enemy to close the gap and fire at the last moment, before returning in the safety of a pike formation. At such a close range, the bullet from the harquebus has a chance to pierce through the front enemies and also hit their friends behind. To represent that, the front enemy, if they take damage, will make a fortitude check. If it fails the bullet pierce through him but count now as dealing damage from one less size category on the second enemy hit. It cannot stop charge like the Charge stopping volley, since the enemy has momentum.
Pike-and-Shot: Harquebusiers, even if they need to be at the front, are not made to go melee with the enemy. Therefore, if they stand just in front of an ally formation of Pikemen or Shield bearers, they can move through their formation in order to reload their gun in safety. If they do that, they cannot do any other move action that turn, as they squeeze through without disturbing the formation of their allies. If the enemy hasn’t reach close-combat, they can use this ability the other way around to be able to shoot another volley at their foe, but in taking a -3 at shooting.
Fire from the back: if the enemy is stopped by a pike formation, Harquebusiers can shoot above the shoulder of the Pikemen, but in doing so they take a -2 for the attack, but cannot perform any volley.
Shield-bearers: (Infantry) Shield-bearers are the jack-of-all-trade of the battlefield. Armed with medium armor, shields, and one-handed weapons, they can fulfill a variety of roles in the combats. Mainly used for keeping the flank of the Pikemen safe, they can form in a defensive formation, not as good as the Pikemen, but making them a very tough nut to crack, and don’t impede their mobility as much. They can also be use to flank the enemy, plug a breach in a Pikemen line, charge into the enemy line to take advantage of the chaos caused by the artillery, grenades or a cavalry charge. But keep in mind that they are not the main meat-grinder of the army, and can suffer greatly in prolonged combats if unsupported.
Brace for impact: in a Shieldwall formation, Shield-bearers can brace if they haven’t move that turn. In doing so they gain a +1 to AC when the enemy charges. They can also try to pin the enemy in the front between their shields and the mass of their charging comrades. If so, the Shield-bearers must attempt a Strength check with a +1 for each of their ranks to see if they hold the enemy in place. If succeed the frontline enemies roll for a fortitude check to see if they got pinned down and get a -1 for each of their own ranks charging behind them. If they fail, they are dazed until the beginning of their next turn.
Grenadiers: (Special)
Fragmentation grenades: the fragmentation grenade is the exact opposite of it’s concussive sister; they aim at doing the most damage to the enemy. When they exploded they send sharp piece of metal everywhere in the vicinity, causing crippling wounds to those caught in the blast. When they explode, they do a 4x4 explosion, that deal 1d8+2 damage to any squad caught by it is hit by shrapnels (if the attack is successful). Roll damage has normal, but the target suffer 3 bleeding damage, save ends.
Disk grenades: (must be bought, and they are EXPENSIVE) These grenades are the size of a thick dining plate, but with a fuse, packed with explosive, and storing thick metal pellets on the underside. These are tosed above the head of the enemy, and explode propulsing the pellets at high speed toward the enemies beneath it. Every enemies caught in a 10 feet cone are hit on touch AC. The damage dealt is 3d6 to any caught in the cone. Due to the fact that is is made to filled the targets heads with lead, the disk grenade score critical hits on a 16-20. If hit, the targets are crippled (exept very tough one, at the DM choice).
Horsemen: (Cavalry)
Breakthrough: taking opportunity of the chaos in the enemy lines, the Horsemen can try to break through the enemy lines in an attempt to pass on the other side of the enemy. The horses much pass a Strength test to see if they can manage it. They will take a +1 for each enemy slain during the charge and +1 for each ally Horsemen adjacent, but take -1 for each enemy on their path. If they succeed, the horses pass on the direct other side of the enemy and can move a quarter of their movement as a free action. If they fail, they become bog down by the enemy and the Horsemen must fight their way out. Horsemen performing such a maneuver will receive bonus exp to represent the risk they take.
Swift retreat: more suited for a lighter type of cavalry, a swift retreat allows the Horsemen to try to turn their horses around as to not get into the enemy lines. In doing so they must focus on their horses and not on the enemies around, and so are subject to attacks of opportunity. After turning their horses, they can move up to a quarter of their movement as a free action.
Artillery crews: (Artillery)
Fast loading: When doing a fast loading action, the player must pass an engineering test for all artillery pieces crewed by the squad (DC 17). If succeed, the gun crew can shortened the reload by 1 turn, but take a -2 during the next attack roll, giving up fire rate for accuracy. If the Fast reload is used another times the penalty is augmented by 1, referencing to the stress of the crew.
Barrage: If there is more than one squad of artillery or more than one gun in a squad, they can attempt to fire all at the same time on that turn (same firing type direct or indirect). If they use that ability, the guns will fire all at once in a selected part of the map (a compilation of the AoE attacks of each gun). Player(s) do not need to roll for attack like usual. When they fire, roll the scatter dice, and then move the area of impact like normal. Then roll attack if the enemy is caught under the Barrage. Enemies caught in a Barrage always suffer the full damage from the guns (take the highest damage among the guns). If it is cannons that are used then the bounce from the different projectiles are assume to be side-by-side.
To your post: An officer giving that order can give a squad of ally within a 50ft radius of the Officer a free move, before or after their turn.
Aim, fire: An officer giving that order can give a squad with ranged weapons to shoot before their turns, as it helps them to focus on the task. They must be within 10ft radius.
Bring it down: An officer giving that order can give a bonus against an enemy squad, or single target (example: a Troll). Squad attacking the target gain a bonus to attack equal to the Int modifier of the Officer.
Steady lads, steady: An officer giving that order can give squads in close-combat or about to receive a charge a boost in Strength of +2 and Fortitude of +1, the result of the men seeing their leader taking risks and hearing the calming tone of his voice, inspiring them to fight harder.
Onto them men: An officer giving that order will boost the charge range of a squad of infantry. The boost is equal to the Officer Int modifier.
Inspiring charge: An Officer and his retinue will sometimes need to get their hands dirty. An Officer can rally his men into the fight by joining them in battle. In doing so, he cannot issue any more orders that turn, and any following turns he spends in combat. Allies within 20ft can then do one extra action, their combat spirited being boost by the sight of their commanding officer charging to come to their help.
Black knives: (Infiltrator) Black knives are groups of shadowy individuals hired for money or specially trained as Special Forces of a kingdom. Their strength rely not on direct combat, but in their ability to strike anywhere at any time, hurting the effort of the enemies and making them jumped at shadows. Armor: any light. Weapons: light one-handed, hand or light crossbow, short bow, light throwing weapons
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