Optional Rule: Squads
Squads allow the for GM and players to organize minion groups under the leadership pf a PC or a rival or nemesis NPC.
Forming a Squad
To form a squad, a character must spend a maneuver and make an easy (d) Leadership check. If successful, the character may lead up to eleven engaged allied minions. These minions are considered members of the character’s squad, and no longer receive a turn in combat and do not roll for initiative. A squad’s silhouette is 1 higher than that of its largest member.
The leader of the squad may redirect any hit they suffer to a minion in the squad, which incapacitates that minion from the encounter.
Once a squad is formed, it remains in operation until it is disbanded by the leader as an incidental, until the leader or all minions of the group have been incapacitated, as a result of dd, or as a result of a failed fear check. When disbanded any remaining minions are formed into minion groups and take their turns directly after the leader each round. Minions can rejoin a squad by spending two maneuvers during their turn.
Formations
While leading a squad, a character may spend a maneuver and make an average (dd) Leadership check to direct their squad into differe##nt formations; outside of combat, this may be reduced to a simple (-) or easy (d) check instead. If the minions possess Discipline as a group skill, add b to the check. If successful, the squad has transitioned into the new formations, while failure indicates that the minion group does not take the new formation and loses the benefits of a previous formation. No check is required to maintain a formation.
The following are different formations:
Close Ranks
Add b to any attack made by the squad while in this formation.
Dig In
Add b to any attack targeting the squad and its leader while in this formation.
Go Quiet
Add b to all Stealth checks made by the squad while in this formation.
Search Party
Add b to any Survival checks to track a target and to all Perception checks, at the GM's discretion.
Skirmish
Add b to any Vigilance checks made by the squad or its leader to determine initiative or to any Perception checks to detect an enemy while in this formation
Specialize
While in this formation, the squad leader can use Leadership to perform a single Crafting, Engineering, Medicine, Skullduggery, Survival, or Knowledge check, at the GM's discretion. The squad must remain in this formation for the duration of the check. The leader can only do this a number of times per session equal to their ranks in Leadership.
Spending Dice Results with Squads
Roll | Result |
---|---|
aa or t | After a successful Leadership check to enter a formation, enter the formation as an incidental instead of a maneuver. |
aaa or t | If targeting a squad, force one minion in it out of position. The leader loses the benefits of that minion until the minion returns to formation. On any check while leading a squad, order it into a new formation as an incidental. |
t | If targeting a squad, eliminate one minion in it. If leading a squad, the minion allies may make a free, immediate attack. Calculate this attack as if all the minions in the squad are an independent minion group. No minion can have more than 5 ranks in a skill for the purposes of this attack, even if there are more than five minions. |
h or d | If leading a squad, one minion is separated from it and placed at short range. |
hh or d | If leading a squad, the leader cannot redirect the next successful attack to a minion. |
hhh or d | If leading a squad in a formation, that formation is broken. |
dd | If leading a squad, it is disbanded. |
GENESYS