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✦ Overview ✦
A means of combing npcs into a squad, they gain a number of buffs and simplifications to create a powerful fighting force but also to make combat not take forever. This turns the combined NPCs into one "entity" that moves together though can fan out over a 5 block radius for the sake of angles. ( Note: A squad must consist of at least 3 NPCs )
✦ General Benefits ✦
Moving as a squad, npcs can gain a good number of benefits, starting with...
Action Economy - The Squad has 2 Major Actions, 1 Mvmnt Action & 2 Bonus Actions per turn.
Turn Economy - If the combined Tier total of the npcs is greater than 5 the squad gains 2 turns per round.
To decide the turns, the first goes based on Priority and the second a rolled 1d10.
Flanking - Any enemy within 10 blocks of the squad's "Radius" is counted as flanked by other members of the squad.
✦ Combined Stats ✦
A squad finds many of it's stat totals combining to a greater whole. The following are those combined stats for the squad.
HP - The HP total of all NPCs in the squad is combined
AP - The HP total of all NPCs in the squad is combined
Limited Uses - Any action with per entity limited use (Like Tank) can be used freely equal to the number of npcs.
✦ Non-Combined Stats ✦
A squad has some stats that don't combine quite the same as the above...
Mvmnt - The squad moves at the combined average of all npcs mvmnt speeds.
AP - The HP total of all NPCs in the squad is combined
Limited Uses - Any action with per entity limited use (Like Tank) can be used freely equal to the number of npcs.
✦ Equipment Use ✦
A squad finds themselves able to make use of a vast amount of gear amongst it's members
Weapon Use - The squad can attack with any weapon from the group (Though not the same one multiple times per turn)
Armor Use - The squad can use any armor of the npcs as if it was one entity under attack within normal rulings.
Misc. Gear Use - The combined squad can draw a non weapon/armor asa free action once per round.
Reloading - The combined squad gains 1 free reload action once per round.
✦ Overview ✦
Squads can come in a number of flavors, based on their affiliation with certain groups, factions or similar. We will start with the general flavors and then will link to relevant pages for other squad types.
✦ Benefits ✦
Ragtag Spirit - The squad gains +1 action in any Boiling Point.
Minute's Notice - The squad gains +5 to it's movement toal
✦ Detriments ✦
Unorganized - The squad gains -1 Bonus Action per round.
✦ Benefits ✦
Sticky Hands - The squad gains +1 free draw/swap/reload/bonus action item use per round.
Scav's Bonus - The squad gains +1 Bonus Action per round.
✦ Detriments ✦
Undisciplined - The squad gains +1 DoD to resist the scared effect or things that would cause retreat or routing.
✦ Benefits ✦
Bloodthirsty - The squad gains +2 movment speed until the end of next turn when damaging a foe's HP.
Ruthless - The squad gains +1 AP per NPC when a target foe is downed.
✦ Detriments ✦
Selfish - The Squad's npcs do not get the benefits of good charisma/intelligence variables.