Your Turn: 5 Actions
You 3 / Troop 2lead from the front
or
You 2 / Troop 3let the troop work
- Choose the split at the start of each of your turns.
- You and the troop each get 1 reaction.
- Pick who acts first, but no interleaving — one of you finishes all your actions, then the other goes.
Moving the Unit
- Any move action moves everyone. The whole unit moves together using the acting creature's Speed.
- Hard cap: 3 actions of movement per turn, combined between you and the troop. Activities that include a move action count too.
- Off-turn (reactions, forced movement): only one collective movement per trigger.
- Speeds only one of you has (fly, burrow…): GM decides if the unit can use them.
Budget it: 3 troop actions ≠ 3 Strides if you already moved on your share.
Troop Basics (troop trait)
- Form Up ◆ — reshape into any contiguous set of squares within 15 ft of one square the troop occupies.
- Stride — the troop first Forms Up for free into a 20 ft × 20 ft block, then moves up to its Speed.
- A troop can't share its space with other creatures — except its own leader and the leader's minions.
- Damage shrinks the troop at HP thresholds; fewer squares, weaker attacks.
Sharing Space with Your Troop
- You count as being in every square of the troop for your attacks, ranges, and auras — pick your actual square each time you use an ability.
- Enemies using single-target effects choose: you or the troop.
- You can't flank with your own troop; two allied troops can flank together.
- Cover is judged from the unit's full combined space; you don't block or cover each other.
- Mounted? You can ride within the troop's space and use your mount's reach.
Rout Checks (Morale)
- Triggered when the troop crosses an HP threshold or its leader goes down (both at once = one check).
- Will save vs. standard level DC. Emotion, fear, mental — mindless troops are immune.
- Led troops improve the result one degree of success.
| Crit Success | Unaffected |
| Success | Frightened 1 |
| Failure | Frightened 2 |
| Crit Failure | Breaks and flees — removed from battle |
Losing (and Taking) the Lead
- Leaderless troop: drops to 2 actions + 1 reaction per round, loses all leader benefits and skirmish bonds, routs at full effect.
- Take the Lead ◆◆ — adjacent character rolls Diplomacy to assume command. Success: you're the new leader. Crit failure: the troop makes an immediate rout check.
- A revived leader automatically resumes command.
- Leaders can issue back-up plans — standing orders the troop follows if the leader falls.