Monsters and NPCs

The Squad
A single unit which represents 5 creatures — 5 humans, 5 red panthers, 5 tyrannosaurus rexes, etc. Fighting many weak units takes a lot of time without really challenging the party, but large numbers of weak units are often appropriate to the in-game situation. There is another way to do this, but that way gives the squad a single very powerful attack against a single creature. Such a squad would usually go first and would often down a foe with a single hit. I might use that way for pairs of 2 units, but 5 is too many.

Token: A normal squad uses 10’ diameter token and occupy 4 standard squares. Allied squads may partially overlap.

Attack Roll: A squad has a single attack roll in the “start of turn” list, but will apply that attack against up to 3 adjacent foes, each of whom must defend individually against the full attack. A squad’s attack roll is 3 dice plus its creatures’ attack roll.

Defense Rolls: A squad will defend with a threshold equal to its creatures’ defense roll.

Hit Points: A squad has hit points equal to its creatures’ hit points.

No Loss of Turn: A squad will not lose its turn when hit

Damage


 * 1) A squad’s yellow (fatigue) circle is disconnect from its fatigue attribute.


 * 1) Both fatigue dice and wound dice are added to the yellow (fatigue) circle.


 * 1) One wound will be added to the red (wounds) circle for each 3 dice in the yellow circle, and ⅓ stun damage will be added to the squad’s green circle.

Changes May be Needed: These mechanics treat a squad as if it were 3 characters. Maybe 4 or 5 would be better for adjacent attacks and damage reduction.