Military Units

In order to improve balance and compatibility, the military unit rules have been redesigned along the lines of Pathfinder’s Monster creation rules.

Basics

A military unit is more than the sum of its parts. Military units are a collection of individuals that act as a single creature. A military unit has a single pool of hit dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. A military unit does not have ability scores and is immune to all ability damage and drain.

A military unit can take the same actions as an individual creature in a round: full-round, standard, move, swift, and immediate.

A military unit makes melee attacks by moving into the space of its opponent. This counts as a move action. When it fails to hit the AC of an opponent, it still inflicts half damage. If the military unit is unable to destroy the opponent during its turn, it moves back to its original position. This does not count as a move action.

Because of the scale of most battlegrounds, a military unit makes ranged attacks to an opponent in an adjacent position. When it fails to hit the AC of an opponent, it still inflicts half damage. The advantage of a ranged attack is that the unit does not have to move in the space of its opponent.

The type of damage a military unit’s conventional melee or ranged attack inflicts, is bludgeoning, piercing, AND slashing for the purposes of damage reduction and immunities.

A military unit is not subject to critical hits or flanking, except by other military units. A military unit takes only half damage from any form of attack that deals hit point damage, except when the attack is made by other military units. Conversely, individual creatures only suffer half damage from military units.

A military unit is immune to all spells, spell-like, and supernatural effects that explicitly target individual creatures. Commanders cannot be targeted as individual creatures. Magical and other area attacks are resolved normally, provided they cover the entire area of the military unit. If not, the damage is halved.

Military units do not threaten individual creatures or other military units, nor do they make attacks of opportunity (except through the feat “Opportunist”).

Reducing a military unit to 0 hit points, either by lethal or non-lethal damage, does not mean that all individuals composing the units are slain, but that the collection of troops can no longer act as one unit. Damage taken until that point does not degrade its ability to attack or resist attack. A defeated unit transfers 10% of its original maximum hit points to the nearest friendly unit, which represents surviving members of the unit joining a new unit.

Military units are never staggered or reduced to a dying state by damage. They cannot be tripped, grappled, or bull rushed, nor can they take these actions themselves. Military units cannot run, but they can take two move actions in a turn.

Standard Military Units

These are the standard, humanoid military units. When creating a military unit, choose a suitable specialization template and a relevant number of feats (further below).

Squad (CR4)

Size: Gargantuan (long)
Space: 15 squares, avg. 15 troops
Initiative: 2
Speed: 30ft/rnd, 3 miles/hour, 24 miles/day
HD: 6d8
HP: 40
AC: 16, touch 12, flat-footed 14
BAB: +4
Melee: +6, 2d8 (20×2)
Ranged: +6, 2d8 (20×2)
Saves: Fort
3, Ref+3, Will+3

Consumption: 50 food
Upkeep: 50 resources
Hire cost: 1,000gp

Specialization template:

  • Light infantry: +1 on melee attack rolls, +2 on Reflex saves, critical threat 19-20, -6 hit points
  • Heavy infantry: -2 initiative, +1d8 on melee damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft, +1 AC, -1 touch AC
  • Light cavalry: +2 initiative, +1 on melee attack rolls, +2 on Reflex saves, critical x3 instead of x2, speed +2Oft, -12 hit points, -1 AC, +1 touch AC
  • Heavy cavalry: +1d8 on melee damage rolls, +2 on Fortitude saves, critical x4 instead of x2, speed +10ft, -6 hit points
  • Light marksmen: +1 on ranged attack rolls, +2 on Reflex saves, critical threat 19-20, -6 hit points
  • Heavy marksmen: -2 initiative, +1d8 on ranged damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft.

Feats: 3

Platoon (CR7)

Size: Colossal (long)
Space: 50 squares, avg. 50 troops
Initiative: 0
Speed: 30ft/rnd, 3 miles/hour, 24 miles/day
HD: 10d8
HP: 85
AC: 19, touch 11, flat-footed 18
BAB: +7
Melee: +10, 5d8 (20×2)
Ranged: +10, 5d8 (20×2)
Saves: Fort
6, Ref+6, Will+6

Consumption: 70 food
Upkeep: 70 resources
Hire cost: 3,000gp

Specialization template:

  • Light infantry: +2 on melee attack rolls, +2 on Reflex saves, critical threat 19-20, -10 hit points
  • Heavy infantry: -2 initiative, +2d8 on melee damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft, +2 AC, -2 touch AC
  • Light cavalry: +2 initiative, +2 on melee attack rolls, +2 on Reflex saves, critical x3 instead of x2, speed +2Oft, -20 hit points, -2 AC, +2 touch AC
  • Heavy cavalry: +2d8 on melee damage rolls, +2 on Fortitude saves, critical x4 instead of x2, speed +10ft, -10 hit points
  • Light marksmen: +2 on ranged attack rolls, +2 on Reflex saves, critical threat 19-20, -10 hit points
  • Heavy marksmen: -2 initiative, +2d8 on ranged damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft.

Feats: 5

Company (CR10)

Size: Colossal (long)
Space: 150 squares, avg. 150 troops
Initiative: -2
Speed: 25ft, 2.5 miles/hour, 20 miles/day
HD: 15d8
HP: 130
AC: 23, touch 10, flat-footed 23
BAB: 11
Melee: +13, 6d10 (20×2)
Ranged: +13, 6d10 (20×2)
Saves: Fort
9, Ref+9, Will+9

Consumption: 165 food
Upkeep: 165 resources
Hire cost: 9,000gp

Specialization template:

  • Light infantry: +3 on melee attack rolls, +2 on Reflex saves, critical threat 19-20, -15 hit points
  • Heavy infantry: -2 initiative, +2d10 on melee damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft, +3 AC, -3 touch AC
  • Light cavalry: +2 initiative, +3 on melee attack rolls, +2 on Reflex saves, critical x3 instead of x2, speed +2Oft, -30 hit points, -3 AC, +3 touch AC
  • Heavy cavalry: +2d10 on melee damage rolls, +2 on Fortitude saves, critical x4 instead of x2, speed +10ft, -15 hit points
  • Light marksmen: +3 on ranged attack rolls, +2 on Reflex saves, critical threat 19-20, -30 hit points
  • Heavy marksmen: -2 initiative, +2d10 on ranged damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft.

Feats: 8

Battalion (CR13)

Size: Colossal (long)
Space: 500 squares, avg. 500 troops
Initiative: -4
Speed: 25ft, 2.5 miles/hour, 20 miles/day
HD: 19d8
HP: 180
AC: 27, touch 9, flat-footed 27
BAB: 14
Melee: +16, 10d8 (20×2)
Ranged: +16, 10d8 (20×2)
Saves: Fort
12, Ref+12, Will+12

Consumption: 500 food
Upkeep: 500 resources
Hire cost: 27,000gp

Specialization template:

  • Light infantry: +4 on melee attack rolls, +2 on Reflex saves, critical threat 19-20, -19 hit points
  • Heavy infantry: -2 initiative, +4d8 on melee damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft, +4 AC, -4 touch AC
  • Light cavalry: +2 initiative, +4 on melee attack rolls, +2 on Reflex saves, critical x3 instead of x2, speed +2Oft, -38 hit points, -4 AC, +4 touch AC
  • Heavy cavalry: +4d8 on melee damage rolls, +2 on Fortitude saves, critical x4 instead of x2, speed +10ft, -19 hit points, +1 AC, -1 touch AC.
  • Light marksmen: +4 on ranged attack rolls, +2 on Reflex saves, critical threat 19-20, -38 hit points
  • Heavy marksmen: -2 initiative, +4d8 on ranged damage rolls, +2 on Fortitude saves, critical x3 instead of x2, speed -10ft, +1 AC, -1 touch AC

Feats: 12

Brigade (CR16)

Size: Colossal (long)
Space: 1,500 squares, avg. 1,500 troops
Initiative: -6
Speed: 20ft, 2 miles/hour, 16 miles/day
HD: 24d8
HP: 240
AC: 30, touch 8, flat-footed 30
BAB: 18
Melee: +19, 11d10 (20×2)
Ranged: +19, 11d10 (20×2)
Saves: Fort
14, Ref+14, Will+14

Consumption: 900 food
Upkeep: 900 resources
Hire cost: 81,000gp

Specialization template:

  • Light infantry: +5 on melee attack rolls, +3 on Reflex saves, critical threat 19-20, -24 hit points
  • Heavy infantry: -2 initiative, +4d10 on melee damage rolls, +3 on Fortitude saves, critical x3 instead of x2, speed -10ft, +5 AC, -5 touch AC
  • Light cavalry: +2 initiative, +5 on melee attack rolls, +3 on Reflex saves, critical x3 instead of x2, speed +2Oft, -48 hit points, -5 AC, +5 touch AC
  • Heavy cavalry: +4d10 on melee damage rolls, +3 on Fortitude saves, critical x4 instead of x2, speed +10ft, -24 hit points, +2 AC, -2 AC.
  • Light marksmen: +5 on ranged attack rolls, +3 on Reflex saves, critical threat 19-20, -48 hit points
  • Heavy marksmen: -2 initiative, +4d10 on ranged damage rolls, +3 on Fortitude saves, critical x3 instead of x2, speed -10ft, +2 AC, -2 touch AC.

Feats: 12

Division (CR19)

Size: Colossal (long)
Space: 5,000 squares, avg. 5,000 troops
Initiative: -8
Speed: 20ft, 2 miles/hour, 16 miles/day
HD: 30d8
HP: 330
AC: 33, touch 7, flat-footed 33
BAB: 22
Melee: +22, 15d10 (20×2)
Ranged: +22, 15d10 (20×2)
Saves: Fort
16, Ref+16, Will+16

Consumption: 1,300 food
Upkeep: 1,300 resources
Hire cost: 243,000gp

Specialization template:

  • Light infantry: +6 on melee attack rolls, +3 on Reflex saves, critical threat 19-20, -30 hit points
  • Heavy infantry: -2 initiative, +5d10 on melee damage rolls, +3 on Fortitude saves, critical x3 instead of x2, speed -10ft, +6 AC, -6 touch AC
  • Light cavalry: +2 initiative, +6 on melee attack rolls, +3 on Reflex saves, critical x3 instead of x2, speed +2Oft, -60 hit points, -6 AC, +6 touch AC
  • Heavy cavalry: +5d10 on melee damage rolls, +3 on Fortitude saves, critical x4 instead of x2, speed +10ft, -30 hit points, +3 AC, -3 touch AC.
  • Light marksmen: +6 on ranged attack rolls, +3 on Reflex saves, critical threat 19-20, -60 hit points
  • Heavy marksmen: -2 initiative, +5d10 on ranged damage rolls, +3 on Fortitude saves, critical x3 instead of x2, speed -10ft, +3 AC, -3 touch AC.

Feats: 15

Terrain and movement

Specific terrains impede movement to a greater or lesser degree. Flying units ignore terrain penalties, obviously. A military unit always has a minimum movement of 5ft, regardless of penalties.

  • Forest: speed -25%
  • Hills: speed -25%
  • March: speed -75%
  • Mountains: speed -50%
  • Plains: no speed penalty
  • Roads: speed +25%

Feats

These are feats specifically designed for military units.

Elemental resistance
Choose one of these elements: acid, cold, electricity, or fire. The military unit gains 50% less damage from these energy sources. The unit can take this feat multiple times, each time for a different element.

+Elemental immunity
Prerequisite: elemental resistance
The military unit gains immunity against the element it has elemental resistance against. The unit can take this feat multiple times, each time for a different element.

Far Shot
The range of ranged attacks is doubled (200ft increments).

Fleet of foot
The speed of the military unit increases by 5ft.

+Fast movement
Prerequisite: fleet of foot
The speed of the military unit increases by an additional 5ft.

++Hit and Run
Prerequisite: fast movement
As a full-round action, the unit may move up to half its full movement, attack, and move the rest of its move action.

Forestry
The military unit does not suffer movement penalties in forest terrain.

Great Fortitude
The military unit gains a +2 bonus on Fortitude saves.

Improved Critical
The military unit’s multiplier of either melee or ranged critical hits increases by 1. E.g. x2 → x3.

Improved Initiative
The military unit gains a +4 bonus to initiative checks.

Iron Will
The military unit gains a +2 bonus on Will saves.

Keen (melee/ranged)
The threat range of either melee or ranged critical hits increases by 1 (e.g. 19-20 => 18-20).

Lightning Reflexes
The military unit gains a +2 bonus on Reflex saves.

Lucky
Once per mass combat encounter, the military unit can reroll a failed attack roll or save, and take the second result, even if it’s worse.

Magic resistance, lesser
The military unit gains 25% resistance against spells and spell-like and supernatural abilities. Taking this feat prevents the unit from taking the spellcasting support feat and the use of any magical abilities.

+Magic resistance, greater
Prerequisite: lesser magic resistance
The military unit gains 50% resistance against spells and spell-like and supernatural abilities. Taking this feat prevents the unit from taking the spellcasting support feat and the use of any magical abilities.

Mountaineering
The military unit does not suffer movement penalties in hills or mountains terrain.

No Quarter!
The military unit gains a +2 bonus on all attack rolls and saving throws when its hit points drop below 25% of its maximum hit point pool.

Opportunist
Once per encounter, the military unit can make one melee attack against an enemy military unit that withdraws from a shared space.

Protective
The military unit gains a +1 bonus on AC and touch AC.

Ready defenses
The military unit gains a +2 bonus on AC against charging opponents.

Self-sufficient
The upkeep and consumption of the military unit decrease with 10%. This feat can be taken multiple times, each time decreasing the consumption and upkeep with 10%.

Siege expert, lesser
The military unit gains a +4 bonus on attack rolls against military units in fortifications.

+Siege expert, greater
Prerequisite: lesser siege expert
The military unit gains a 50% bonus on damage rolls against military units in fortifications.

Spellcasting support
The unit is joined by a group of spellcasters who enhance the units’ capabilities. The caster level of a unit is equal to half its total hit dice. The DC to save against the unit’s spellcasting abilities is equal to 10 + half its total hit dice. Once per encounter, as an immediate action, the military unit gains a +4 bonus on one attack roll or saving throw, or on its AC versus one attack.

+Confusion
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit confuses an adjacent enemy unit if it fails its will save. Roll 1d6: 1-3: skip turn; 4-5: move at full speed away from the attacker; 6: attack random nearest unit, be it friend or foe. Each round, the unit can make a will save to negate the confusion.

+Dazing attack
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit dazes an adjacent opponent. If the target fails its Fortitude save, it skips its turn for 1d4 rounds. It can defend itself normally.

++Paralyzing attack
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit paralyzes an adjacent opponent. If the target fails its Fortitude save, it skips its turn for 1d4 rounds and suffers a -10 penalty to AC. It automatically fails any Reflex save. If the target succeeds its Fortitude save, it is still dazed for one round. This ability replaces Dazing attack.

+Dispel magic
Prerequisite: Spellcasting support
Once per encounter, as an immediate action, the unit counters any magical attack or effect directed against itself or an adjacent ally. The effect must require a saving throw. In order to successfully counter the attack, the unit makes a caster level check versus the DC of the magical effect. Alternatively, this ability can also be used to dispel an ongoing effect. This requires a standard action, but follows the procedure outlined above.

+Elemental Blast
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit can blast an opponent within a range of 400ft + 40ft per caster level. If the opponent fails its Reflex save, it gains EITHER acid, cold, electricity, or fire damage equal to 2d6 per caster level of the unit. A successful Reflex save halves the damage.

+Elemental weaponry
Prerequisite: Spellcasting support
As a swift action, the unit’s melee and ranged attacks gain a +1d6 bonus of EITHER acid, cold, electricity, or fire on damage rolls, until the beginning of its next turn.

+Emulate alloy
Prerequisite: Spellcasting support
As a swift action, the unit’s weapons are considered EITHER adamantine, alchemical silver, or cold iron for purposes of overcoming DR, until the beginning of its next turn.

+Enhanced Spellcasting
Prerequisite: Spellcasting support
The DC to save and caster level of spellcasting abilities increase by 2.

+Entangle
Prerequisite: Spellcasting support
As a standard action, the military unit entangles an adjacent opponent unit, which cannot take any movement actions until it is freed. The unit has to make a reflex save at the beginning of each turn to free itself from entanglement.

+Expanded Spellcasting
Prerequisite: Spellcasting support
Choose a spellcasting ability that can only be used once per encounter/day: now it can be used up to three times per encounter/day. This feat can be taken multiple times, each time it applies to a different ability.

+Fly
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit may ignore all terrain or enemy unit obstacles during its movement for the duration of one round per caster level.

++Overland flight
Prerequisite: Spellcasting support, Fly
Once per day, the unit may ignore all terrain or enemy unit obstacles during its movement for the duration of one hour per caster level.

++Phase Door
Prerequisite: Spellcasting support, Fly
Once per encounter, the unit may move to a position anywhere on the battlefield, provided it is not currently occupied by an enemy unit, or inside an enemy fortification.

+++Teleport
Prerequisite: Spellcasting support, Fly, Phase door
Once per day, the unit may move to a position anywhere within explored hexes, up to a distance of one hex per caster level of the unit.

+Healing surge
Prerequisite: Spellcasting support
Once per encounter, as a standard action, the unit heals up to 1d8 hit points per caster level.

+Magical weaponry
Prerequisite: Spellcasting support
As a swift action, the unit’s weapons are considered magical for purposes of overcoming DR, until the beginning of its next turn.

Rapid recovery
The military unit heals at double speed (2 instead of 1 hit point per HD per day). In barracks, the military unit heals at quadruple instead of the usual double speed (4 instead of 2 hit point per HD per day).

Stance: Brutal
As a swift action, the military unit enters a brutal stance. Until the beginning of its next turn, the unit adds 2 bonus dice to its damage rolls (e.g. 5d8 =>, but suffers a -2 penalty to its attack rolls, AC, and Reflex saves.

Stance: Defensive
As a swift action, the military unit enters a defensive stance. Until the beginning of its next turn, the unit gains a +2 bonus to AC and Reflex saves, but suffers a -2 penalty to its attack rolls.

Stance: Offensive
As a swift action, the military unit enters an offensive stance. Until the beginning of its next turn, the unit gains a +2 bonus on attack rolls, but suffers a -2 penalty to AC and Reflex saves.

Stance: Fortifying
As a full-round action, the military unit enters a fortifying stance. The unit cannot attack, nor move, but gains a +4 bonus to AC and Reflex saves.

Swift Counterattack
Once per encounter, as an immediate action, the unit may make a single attack against an opponent that missed its attack against the unit.

Toughness
The unit gains one additional hit point per HD.

Weapon specialization (melee/ranged)
The military unit gains a +2 bonus on either melee or ranged damage rolls.

+Greater Weapon specialization (melee/ranged)
Prerequisite: weapon specialization
The military unit gains an additional +2 bonus on either melee or ranged damage rolls.

Weapon focus (melee/ranged)
The military unit gains a +1 bonus on either melee or ranged attack rolls.

+Greater weapon focus (melee/ranged)
Prerequisite: weapon focus
The military unit gains an additional +1 bonus on either melee or ranged attack rolls.

Tiers

Most military units start as “Green” units. Whenever a unit participates in a mass combat encounter and survives the encounter, his tier increases by one step. For every new tier after “Green”, pick an extra feat and add 10% of maximum total hit points to the current hit point total.

Tiers

  • Green
  • Trained
  • Regular
  • Veteran
  • Expert
  • Elite

Commander Boon

If a unit is commanded by a PC or important NPC, it gains additional powers. The unit is considered commanded by the PC or NPC as long as he or she remains within the position of the unit. A unit can only be commanded by ONE commander.

  • Direction: The unit gains a +1 bonus on all attack rolls, AC, and saves.
  • Rally: The commander can choose to reroll a failed will save of the unit, using his own Will save. If a unit is commanded by more than one commander, only the commander with the highest Will rerolls the save.
  • Sacrifice: The commander can choose to absorb any effect or hit point damage that the unit takes, suffering the consequences himself. The death of a commander forces a DC20 Morale save.

Military Units

The Path of Kings BrightSmith