Military Unit by template


3.5/d20/OGL

Liberty's Edge

Okay, this is a big'un. A few months ago I got involved in a discussion on the WotC forums regarding how to represent military units as a template. The basic premise was that 1 kobold is not scary, even 10 kobolds is not scary, but 10 kobolds acting as a coordinated unit are far scarier than 10 as rabble. Also, by applying a template you can turn a group of commoner/warrior/experts into a militia platoon.

I wanted to bring it up here for more discussion, since that forum is now blocked at work.

Here goes:
For Reference

Spoiler:

Here are some tables that will be necessary to use when creating creatures with these templates.

Die Size Progression
Progression 1:
1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6
-or-
Progression 2:
1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8
-or-
Progression 3:
1d12, 3d6, 4d6, 6d6, 8d6

Creature Size Progressions:

formatting was nicer

Old Size New Size Str Dex Con Nat. Armor AC/Attack

Fine Diminutive Same -2 Same Same -4
Diminutive Tiny +2 -2 Same Same -2
Tiny Small +4 -2 Same Same -1
Small Medium +4 -2 +2 Same -1
Medium Large +8 -2 +4 +2 -1
Large Huge +8 -2 +4 +3 -1
Huge Gargantuan +8 Same +4 +4 -2
Gargantuan Colossal +8 Same +4 +5 -4

Repeat the adjustment if the creature moves up more than one size.

Unit Template

Spoiler:

Across the bland field of grass you see a solid block of men, nearly 20 feet on a side. You marvel for just a moment at the exacting detail of their matched uniforms and equipment, and the precision of their combined movements, until you realize those movements have sent them charging across the field at you.

The Unit Template is an Acquired template that can be applied to any creature that possesses the ability to gain ranks in profession (soldier), whether by nature, or by advancing with character classes. Use the original base creature for making this determination, ignoring other applied templates (specifically undead templates). This creature will be referred to as the base creature.

Special: If the unit will be mounted (cavalry) then the base creature must also have at least one rank in ride.

The Unit Template is designed to be highly adaptable. When applying this template is necessary to assign a value N, which indicates the number of sizes the unit will increase over the base creature. It is also used to determine the effectiveness of much of the creature. N may be any value from 1 to 4. N=1 represents a squad N=2 represents a light platoon N=3 represents a battalion and N=4 represents a regiment.

Size and Type:
Increase the Base Creature’s size by N steps. Example, if N is 3 a medium creature becomes gargantuan.

The Base Creature gains the Unit sub-type.

Hit Dice and Hit Points:
The Unit retains the Base Creature’s original hit dice. In addition the template grants N bonus hit dice. Determine the size of these bonus hit-dice using the table below. Creatures that possess more than one hit-die Type (whether racial, class, or from some other source) use the largest die size to determine bonus hit-dice. For example, a Lizardfolk fighter would have 2 racial hit-dice (d8s) and 1 class hit-die (d10) and would use the d10 to determine the size of the Bonus Hit Dice from this template.

These bonus hit-dice advance the BAB at 1/2 per HD. A Unit’s good saves are reflexes and will, summarized below. Units have no class skills, and gain no skill points per level.

Original Hit Dice
N 1d4 1d6 1d8 1d10 1d12 BAB Fort Ref Will CR
1 1d6 1d8 2d6 2d8 3d6 +0 +0 +2 +2 +1
2 1d8 2d6 3d6 3d8 4d6 +1 +0 +3 +3 +3
3 2d6 3d6 4d6 4d8 6d6 +1 +1 +3 +3 +6
4 3d6 4d6 6d6 6d8 8d6 +2 +1 +4 +4 +10

Initiative:
The Base Creature’s initiative is adjusted for the new dexterity score, based on the size adjustment.

Speed:
The Base Creature's speed is adjusted with a -10' circumstance penalty. This penalty cannot reduce the unit's speed to less than half the base creatures speed.

Armor Class:
The Base Creature’s AC is adjusted based on size, including size adjustment and natural armor modifier.

Base Attack/Grapple:
The Base Creature’s base attack bonus is modified by the bonus hit-dice granted by this template; see above.
Grapple: BAB + Unit Strength + Unit Grapple Modifier

Attack/Full Attack:
The template’s BAB and Strength modifier improves the Base Creature’s to-hit modifier and damage, but does not increase the die size for damage.

Space and Reach:
The Unit takes up space as a creature of its new size. The Unit’s reach is the same as the Base Creature.

Special Attacks:
Iterative Attack, Envelop, Swirling Melee, Coordinated Assault, Coordinated Grapple

Special Qualities:
Unit Traits, Law of Averages

Base Saves:
The Base Creature’s base saves are used, adjusted for the template’s bonus hit-dice and attribute changes.

Abilities:
The Base Creature’s abilities are adjusted for size increase.

CR:
The CR increase for this template is +1 for N=1, +3 for N=2, +6 for N=3, and +10 for N=4

Description of Abilities

Iterative Attack:
For each attack, or full attack, action a Unit may make N attacks or full attacks. Full attacks must be completely allocated to a single target. Additionally a unit can make up to N attacks of Opportunity per round.

Envelop:
A Unit may move to surround any creature 2 sizes or more smaller than the Unit, and envelop them. This takes place as part of a normal move action, or other action that allows movement (such as charging). The unit does not have to stop to engage any target in can envelop.

Enveloped creatures must use 2 squares of movement for each square they move within the unit. Enveloped creatures are considered threatened and flanked by the unit surrounding them.

A Unit may initiate a grapple against an enveloped creature without provoking an attack of opportunity.

Swirling Melee:
As a swift action, a Unit may make one attack at their highest attack bonus against every enveloped creature.

Coordinated Assault:
A Unit may coordinate its efforts against a target of sufficient size. Rather than making a normal attack, a unit may make a Coordinated Attack. The target of a Coordinated Attack can be no smaller than one size less than the unit. Make an attack, or full attack, against the target, but use the damage dice associated with a creature of the Unit’s increased size. Coordinated assaults are limited to melee attacks.

Coordinated Grapple:
When grappling, the size of the target creature may be advantageous to a Unit. A Unit uses the size modifier of the target creature when grappling, unless the target creature is smaller than the Base Creature, or Larger than the unit, in which case it uses the Base Creature’s size or the Unit’s size respectively.

Law of Averages
A Unit may always choose to take 10 on saving throws, as well as any skill for which taking 10 is normally an option.

Unit Traits:

Spoiler:

* Units gain Hit Dice based on the Base Creature

* A Unit’s good saves are Reflexes and Will

* A Unit’s BAB Progression is ½ per Hit Die

* A Unit has no class skills, and gains no skill points per Hit Die.

* A Unit is immune to sneak attack or critical damage from creatures two or more sizes smaller than the unit. This immunity extends to similar abilities such as a Scout's Skirmish damage.

* Only other Units may flank a Unit.

* Because of their low individual damage, Units have trouble overcoming DR and Hardness. For targets two or more sizes smaller than the unit increase the DR or Hardness by N, for all other creatures multiply by N.

* Because of their nature, Units gain increased effect from abilities which effect HP or damage. Multiply by N any HP or damage modifier. For example, the Toughness feat would grant 3*N bonus hit points. NOTE: Sneak attack, and similar abilities, are bonus damage and not a modifier and are not increased in this fashion.

* Because of their nature, Units gain the full effect of bardic music, marshal’s auras, or similar abilities for the entire unit as long as a minimum of N squares of the unit would be affected.

* Units are particularly vulnerable to area of effect attacks. Apply 1/4 the base damage to the unit for every square covered by the effect.

* Because of their large number of members, Units are effectively invulnerable to individually targeted spells, spell-like abilities, or other special abilities.

* Because they are made up of a large number of individuals, Units are affected differently than normal by feats that allow extra attacks per turn. Cleave, great cleave, whirlwind attack, combat reflexes, or other similar feats or class abilities grant 1d6 bonus damage against Units on every attack for each such feat or ability.

* Units may make N number of uses of any special ability (spell-like ability, spell, supernatural ability, etc.) of the Base Creature, as an action of the normal type. For example, if a base creature has a gaze attack as a standard action, the Unit may make N gaze attacks per round. A Unit may forgo one or more of these attacks to gain a +2 effective heightening to the ability (see heighten spell, heighten spell like ability, etc). For example, a N3 spell caster unit may cast 3 spells, or cast 2 spells with one spell heightened by 2, or may combine all 3 spells into one spell heightened by 4.

* Undead Units are hard to turn. They gain a morale bonus to turn resistance equal to N.

* All Units gain a morale bonus to fear effects equal to N.

Unit Feats

Spoiler:

Units have access to a special category of feat, Unit Feats.

Trained Movement
Prerequisites: Unit Subtype, Base Creature with Profession (Soldier) 1 rank.
Benefit: The unit ignores the circumstance modifier to speed associated with the Unit Template.
Normal: Units suffer a -10’ circumstance modifier to speed.

Coordinated Fire
Prerequisites: Unit Subtype, Base Creature with Profession (Soldier) 3 ranks.
Benefit: The Unit may make Coordinated Assault attacks using un-hurled ranged weapons (bows, crossbows, etc).

Normal: Unit cannot make Coordinated Assault attacks with ranged weapons.

Coordinated Hurl
As Coordinated Fire above, but applies to hurled weapons.

Ranged Combat Specialization
Prerequisites: Unit Subtype
Benefit: A Unit applies 1/2 of its strength bonus to hit and damage on all attacks, including ranged attacks. Focusing on Ranged Attacks in this manner makes the unit less effective in close combat. This is in addition to normal dexterity modifiers.
Normal: Units normally apply their full strength bonus on melee attacks, and no strength bonus on ranged attacks.
Special: A unit applies its full strength bonus on ranged attacks where it would normally apply (hurled weapons).

Ranged Combat Mastery
Prerequisites: Ranged Combat Specialization, Profession (Soldier) 2 ranks
Benefit: The unit adds its full strength bonus on ranged attacks, and 1/2 its strength bonus for melee attacks.
Normal: Units normally apply their full strength bonus on melee attacks, and no strength bonus on ranged attacks.

Formation Fighting
Prerequisites: Unit Subtype, N=2, Profession (Soldier) 2
Benefits: The unit has learned to use the advantages of numbers and formation, granting a +5’ bonus to reach. This is similar to natural reach, and does not prevent a unit from attacking adjacent targets.

Synchronized Strike
Prerequisites: Unit Subtype
Benefit: The unit has learned to synchronize their attacks, to overcome some of their inability to deal with damage reduction. Reduce N by 1 before increasing or multiplying the value of DR or Hardness.
Special: This feat may be chosen multiple times, its effects stack.

Marshal Commander
Prerequisites: Unit Subtype
Benefit: The Unit is lead in battle by a Marshall. Although not individually represented on the field, the unit may benefit from one or more Marshall Aura’s. The Marshall’s effective level is equal to N, and his Charisma Modifier is N/2 (minimum 1). Choose Marshall Auras as appropriate for a Marshall of this level.

Bardic Accompaniment
Prerequisites: Unit Subtype
Benefit: A level N bard has joined the unit. The Bard’s perform skill is equal to N+3, and the bard has access to all bardic music effects for a character of this level. The unit does not benefit from the bards spell casting or other abilities.

Liberty's Edge

Sample Unit:

Level 1 Human Fighter, N3-Chainmail and Longsword
Size/Type: Gargantuan Humanoid (Human, Unit)
Hit Dice: 1d10+3(4d8)+32 (91)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 19 (+5 Chainmail, +9 Natural, –4 Size, –1 Dex)
Base Attack/Grapple: +2/+16 + Unit Size Modifier
Attack: +14 (1d8+15)
Full Attack: +14 (1d8+15)
Space/Reach: 20 ft./10 ft.
Special Attacks: Iterative Attack (3), Envelop, Swirling Melee, Coordinated Assault (+13(4d6+14)), Coordinated Grapple
Special Qualities: Unit Traits, Law of Averages
Saves: Fort: +11, Ref: +2, Will: +4
Abilities: Str 40, Dex 8, Con 26, Int 12, Wis 13, Cha 8 (elite array)
Feats: Trained Movement, Formation Fighting, Power Attack (B), Weapon Focus (Longsword) (B)
Challenge Rating: 7 (possibly 8 for Elite Array)

Compare to Bulette:
Size/Type: Huge Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Leap
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
Challenge Rating: 7

Liberty's Edge

Complete Template Build-up Example

Step 1: Select and Define Base Creature

In this case I will select a level 1, human skeleton warrior. SRD stats below, edited for relevance.

Base Creature Stats (from SRD)

Spoiler:

Human Warrior Skeleton
Size/Type: Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative
Challenge Rating: 1/3

Step 2: Select N Value.

In this case I will select N=3.

Step 2a: Apply Size Increase Changes

For this we refer to the size advancement tables in the MM or SRD. In this specific case the changes are:

+24 Strength, -4 Dexterity, +12 constitution (ignored because of undead traits), +9 Natural Armor, -4 Size modifier to hit, and –4 Size modifier to AC

Step 2b: Add Hit Dice

A Base Creature with 1d12 hit die grants 3 hit dice of 6d6 each in addition to the hit dice of the base creature. So 1d12 (base creature) +3(6d6) (template) +0x4 (constitution, shown for completeness)=70 hp

Also the 3 hit dice from the template grant a +1 BAB, a +1 Fort, +3 Reflexes, and a +3 Will.

Finally the 3 additional hit dice add 1 feat, and the total of 4 hit dice allows a single stat increase, applied to Dex. In regards to the feat, it could be argued that the skeleton template removes all feats, but I would rule otherwise. I will choose Synchronized Strike.

Step 3: Apply Results to Base Creature

Finsihed Stats

Spoiler:

Human Warrior Skeleton Unit N=3
Size/Type: Gargantuan Undead (Unit)
Hit Dice: 1d12 + 3(6d6) (70 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 19 (+0 Dex, +11 natural, +2 heavy steel shield, -4 Size), touch 6, flat-footed 19
Base Attack/Grapple: +1/+9 + Unit Size Modifier
Attack: Scimitar +9 melee (1d6+8/18-20) or claw +9 melee (1d4+8)
Full Attack: Scimitar +9 melee (1d6+8/18-20) or 2 claws +9 melee (1d4+8)
Space/Reach: 20 ft./5 ft.
Special Attacks: Iterative Attack (3), Envelop, Swirling Melee, Coordinated Assault (Scimitar +9 melee (3d6+8), Claw +9 melee (2d6+8) or 2 claws), Coordinated Grapple
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, Unit Traits, Law of Averages
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 27, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative, Synchronized Strike
Challenge Rating: 6

For Comparison of CR

Spoiler:

Advanced Megaraptor Skeleton
Size/Type: Huge Undead
Hit Dice: 12d12 (78 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+19
Attack: Talons +9 melee (2d8+5)
Full Attack: Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 21, Dex 17, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative
Challenge Rating: 6

The megaraptor has 8 more hp from 8 more HD, has a 3 point better initiative, much faster speed (3x), has a 5 point lower AC, Same attack modifier with a higher average damage, but lower critical frequency, has more reach, no special attacks, and better saves.

Both creatures being the same type helps the comparison.

Liberty's Edge

And now, here is an example of how to write an encounter using the above skeleton unit as a base. At the end of a major adventure, the party discovers the Dark Wizard’s plan to attack the village with an army of skeletons.

For a CR10 encounter, we need 3 skeleton units, lead by a Level 7 wizard. To add some quick variety to the skeletons, I will make one unit archers, adding shortbows to their equipment list, and dropping Synchronized Strike in favor of Coordinated Fire.

I will not detail the wizard here, but will describe the encounter a bit.

Players set up in or near the village edge, and the skeleton army starts on the far side of the mat. Add a few bits of terrain to make life interesting.

The wizard “joins” the skeletal archers. This means he allows the unit to engulf him, he could put himself in the center, but would loose line of sight.

The 2 non-archer units setup flanking the archers, and a bit ahead. If the archers stop advancing this would define a narrowing cone of effect for their bows and the wizard’s spells, otherwise they would have a good view of everything outside of the charge range of the other 2 units.

If the player’s hang back, they get peppered with arrows, and spells while the skeletons advance slowly. If they charge in too rashly, they could find themselves surrounded.

Some tactical tips:

The skeleton archers could ready an action to shoot at any one casting a spell.

The archers still have scimitars and form a reserve.

The skeletons should try and maneuver in such a way that both units can attack a single target, especially if one unit envelops that target.

NOTE: You could get mostly the same CR out of an N4 unit, but you lose a great deal of flexibility and support. Unit encounters should always include supporting forces.

Liberty's Edge

Magic Item Ideas
I want to tip my hat to my many years of devotion to Warhammer, and suggest the possibility of magic standards.

I would suggest that most armor effects could be woven into a standard, although not special the effects of materials (obviously).

Also some rings might be possible (specifically Banner of Counterspelling).

For either type of effect, I would allow only one, and would use a pretty heavy cost multiplier. For armor effects, I would use the base cost of the next higher bonus value, (so a +1 effect uses the +2 base cost) multiply it by 2 for the no-slot, and multiply it by the N value of the largest unit it would affect.

As a sample, A Platoon’s Standard of Light Fortification would have a cost of 24,000gp, would be able to affect all members of an N=3 unit or smaller, but not be able to benefit individuals.


interesting; but am not sure how to make use of this...

Dark Archive Bella Sara Charter Superscriber

Pure, unadulterated awsome. If only dragon still existed, this would be a good thing to submit.

Liberty's Edge

Valegrim wrote:
interesting; but am not sure how to make use of this...

Care to clarify? Do you have no place for it in your campaign, or does it look like a mess you don't want to get involved in?

Liberty's Edge

Sebastian wrote:
Pure, unadulterated awsome. If only dragon still existed, this would be a good thing to submit.

I am gonna call that high praise and do a happy dance

Liberty's Edge

Making Kobolds scary at high level:

Level 1 Kobold Warrior, N4-Leather, spear and sling

Size/Type: Gargantuan Humanoid (Reptilian, Unit)
Hit Dice: 1d8+4(6d6)+35 (123 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-4size, -1 Dex, +10 natural, +2 leather)
Base Attack/Grapple: +3/+16 + Unit Size Modifier
Attack: Spear +12 melee (1d6+13/×3) or sling -2 ranged (1d3+13)
Full Attack: Spear +12 melee (1d6+13/×3) or sling -2 ranged (1d3+13)
Space/Reach: 20 ft./5 ft.
Special Attacks: Iterative Attack (4), Envelop, Swirling Melee, Coordinated Assault (Spear +12(4d6+13/x3), Coordinated Grapple
Special Qualities: Darkvision 60 ft., light sensitivity, Organized Unit Traits, Law of Averages
Saves: Fort +9, Ref +2, Will -1
Abilities: Str 37, Dex 8, Con 24, Int 10, Wis 9, Cha 8
Feats: Trained Movement, Coordinated Fire
Challenge Rating: 10

Compare to Guardian Naga:
Size/Type: Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +8/+17
Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Full Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, spit, spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Skills: Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13
Feats: Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes
Challenge Rating: 10


This is great stuff! I plan to use it, but have only one question.

Dragonmann wrote:

Sample Unit:

Level 1 Human Fighter, N3-Chainmail and Longsword
Size/Type: Gargantuan Humanoid (Human, Unit)
...
+2/+16 + Unit Size Modifier
Attack: +14 (1d8+15)
Full Attack: +14 (1d8+15)
Space/Reach: 20 ft./10 ft.

...

I noticed that you gave the unit a reach as it would have if it were a large creature, but I would think that a reach equal to the base creature's would be more appropriate. Only a small point about an otherwise fantastic piece of work.

Liberty's Edge

MeanDM wrote:

This is great stuff! I plan to use it, but have only one question.

Dragonmann wrote:

Sample Unit:

Level 1 Human Fighter, N3-Chainmail and Longsword
Size/Type: Gargantuan Humanoid (Human, Unit)
...
+2/+16 + Unit Size Modifier
Attack: +14 (1d8+15)
Full Attack: +14 (1d8+15)
Space/Reach: 20 ft./10 ft.

...

I noticed that you gave the unit a reach as it would have if it were a large creature, but I would think that a reach equal to the base creature's would be more appropriate. Only a small point about an otherwise fantastic piece of work.

Unit Feat: Foramtion Fighting, grants a +5' reach, otherwise it would only have normal reach for the base creature


Dragonmann wrote:


Unit Feat: Foramtion Fighting, grants a +5' reach, otherwise it would only have normal reach for the base creature

Ah, I see it now. That makes sense. Again, looks great.

The Exchange

Excellent thinking through this problem. I intend to plagiarize heavily.

Tom

Liberty's Edge

Thomas Austin wrote:


Excellent thinking through this problem. I intend to plagiarize heavily.

Tom

Thanks everyone. This is most certainly OGL stuff. The original forum at wizards went on topic without flaming for some 500+ posts until the 3 main posters had 3 distinct ideas, and we were all far too entrenched to bend.

One thing I think I forgot to mention: The feats of the base creature may be discarded in exchange for unit feats, unless they are bonus feats or specific racial feats that always apply.

By this I mean, a unit of fighters has the same number of feats as a fighter, not necessarily the same feats as a fighter. However a unit of skeletons (who all have improved initiative) cannot discard improved initiative.

The Exchange

Dragonmann wrote:
* A Unit’s good saves are Reflexes and Will

I'd suggest Fort and Will. Speaking from experience, moving in formation can keep you running when you think that your strength is gone, and buddies next to you have a historic effect on courage and steadfastness. Units don't dodge well, however.

Liberty's Edge

Thomas Austin wrote:
Dragonmann wrote:
* A Unit’s good saves are Reflexes and Will

I'd suggest Fort and Will. Speaking from experience, moving in formation can keep you running when you think that your strength is gone, and buddies next to you have a historic effect on courage and steadfastness. Units don't dodge well, however.

The huge CON bonus tends to handle the fortitude end of things, while the good reflexes only offsets the dex penalty. The reult is you only really get good will saves.

While on the subject of effects, the reason for adding such huge "HD" is for balancing spells that effect a certain number of HD or a certain HD limit.


Interesting extension of the idea of the swarm and mob templates. Didn't have a chance to read carefully, but it looks like the military unit is designed to be scary for individuals to engage in melee, but fairly easy to blast with area-effect spells. Didn't get a strong feel for how units interact with large-scale enchantment magic, except the bit about not being vulnerable to individually targeted spells. I suppose the obvious countermeasure for a high-level enchanter or bard is to research some variant on hypnosis, deep slumber, etc. that serves as an area effect rather than targeting a number of individual creatures--and the morale bonuses and whatnot will still make fireballs and cones of cold more effective ways to disperse or destroy enemy units.

Something to add to this ruleset might be ratings for units (recruits, veteran, crack, elite, etc.), which might grant bonus feats and bonuses on will saves. Tied to this might be a simple table for how long it takes to train a unit to a certain level, the profession soldier DC to do so, and of course other prerequisites (like a certain number of engagements that the unit has to go through to get experience fighting as a unit before progressing to veteran or elite). Just some suggestions--I would guess that once you deploy this ruleset in your campaign, the PCs will want to create their own units.

The idea of magical standards is also way cool, and could probably be used even without using the unit idea.

I'm running an online Red Hand of Doom campaign right now--I may need to yoink these rules, since my PCs are cutting through veteran hobgoblins like a knife through hot butter.


Another comment: You might also want to think about some protocol for how units transform into mobs, disperse into individuals, and how they can be reformed/regrouped.

For example, if a dragon buzzes the unit and it fails its will save vs. fear (which should be a possibility, though I haven't looked at the math), it might panic and flee en mass. Presumably, this would transform an organized, coordinated unit into a mob. Alternatively, a unit that takes a certain percentage of its hp in damage due to a single area attack (or maybe some other attack that would leave gaping holes in the formation) might become so disorganized that it can no longer function effectively as a unit. In such a case, it ought to be divided into X number of individuals. In either case, if the unit still has leaders and enough of its constituent members can be gathered together again after combat, it could be reformed into a unit--possibly of smaller size (or the remnants of several depleted units could be combined into a new unit).

Finally, if this is being used in a "heroes of battle" style campaign, it might be helpful to come up with some basic rules for "healing" units. Since damage to a unit represents both wounds and the deaths of constituent members, it makes sense that a badly mauled unit would have take time to return to full function, and its effective rating on the recruit to elite scale might drop, as partially depleted old units are combined and reformed, or as new recruits are integrated into an existing unit.

This might be making things too complicated, and it would be easy enough for the DM to make judgement calls--"the village militia lost three-quarters of its hit points, so it is downsized from an N3 to an N2 unit and it will take one month to recover to N3. When it does, it will drop from veteran to recruit rating."

Just throwing some ideas out there for you, Dragonmann.

Liberty's Edge

grrr... had a long response that was consumed by the board...

anyway.

1) unit skill level is handled by the class levels of the base creature. Want more elite, fighter 2, want raw recruits, commoner 1...

2) training/upkeep/scattering/healing are all beyond the scope of the template. All of that would be tucked into a Part II.

3) AE is the king of the battle field, like artillery or hand grenades in real life, units in close formation get f-ed up.

4) While on the magic notes: it is unclear here because of context, but single target spells include spells which target multiple individuals. Magic missile, scorching ray, etc. etc.

5) the magic standards idea is VERY VERY rough, use at your own risk

The basic concept is that the collective unit is made of creatures that are meaninglessly weak to the players. A large unit of CR 1/2 kobolds may be CR 10. The party won't care if a few stragglers run away, they defeated the ARMY... so tracking scattering units and such is fruitless. In regards to the dragon fear, the unit would run as a unit, not very realistic, but my talking sword and walking tree say that is just fine.


Interesting. I was just thinking the same thing over on my blog:

http://d20.jonnydigital.com/2007/07/stray-thoughts-on-mass-combat

My idea was to handle a cohesive military unit as an individual creature, similar to the swarm template. One attack roll, one damage roll, one hit point pool.

The challenge is to create something that's as simple as an individual creature, without skewing the statistical effectiveness relative to a unit. Another problem is that a unit is more or less effective depending on whether or not they outnumber their opponent. Perhaps you create a unit size class and bestow attack and damage bonuses or penalties based on relative size?

The main issue I found was that in reducing a unit to a single attack roll, it was possible for that unit to hit one round and completely miss the next. In practice, unless one side were to turtle up behind their shields all at once, this wouldn't happen. If we have twenty commoners (AC10, +0 to hit) fight twenty others, you should statistically expect ten hits and ten misses; units may essentially be considered to take ten.


More thoughts. There's a problem with rolls as a single unit as opposed to individuals.

First, consider saving throws. Twenty warriors (Reflex save +0) are struck by a fireball (DC 16). On average, only five will pass and fifteen are toast. If they save as a group, it's a 25%/75% chance of everyone surviving vs everyone failing. If the group takes ten, they're all toast.

Same on attack rolls. If you make one roll for the group, they will either all hit or all miss this round. If you make individual rolls, it defeats the purpose of treating several creatures as a unit. If you take 10, then a group of commoners can never injure a group of skeletons.

Liberty's Edge

Well, a lot of this was discussed previously, and I will try to remember why I leaned the way I did.

Units (as I have written) either attack N times or 1 time. In order to attack one time, the target must be large enough for the whole unit to come to bare. It is not always wise to only attack once. The risk you take is hitting once for a big number (or missing) or huitting and missing multiple times, while "betting" less damage.

Similarly with the fireball example. If a unit is munched by a fireball, and it started with 40 guys. Failing the save probably means there are 10 left, but those ten are scorched (half damage) and not particularly up for the fight.

Again, this system isn't going to track every man on the field, and what happens to him by battles end. It says this unit over here is beaten when its hp reaches 0, which is probly a mixture of casulties, morale, and leadership coming apart.

I'll note, that I did use this system in a game once, and it went well... although it did become a game of protect the warmage


I did something along the same lines, but (hopefully) less complex. Anyway, I didn't use so much text to explain it. Here goes: Starfox's Troop Template.

Unformatted forum dump:

Troop Template
Just as a mob represents a wild and dangerous crowd, a troop represents an organized group acting in unison. Like a mob, a troop is very dangerous, but unlike a mob its actions have direction and purpose.

A troop is treated as a single entity similar to a swarm, except that it is made of larger creatures. A troop can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A troop that incorporates a crowd of goblin wolfriders and a crowd of humans is best modeled by two separate troops. You can use the following template to create specific types of troops.

Troop Template

"Troop" is an acquired template that can be added to any Small or Medium construct, elemental, humanoid, outsider, or undead. A troop can incorporate any riding animals used by such creatures.

A troop is deliberately formed and requires a degree of training and organization beforehand, as well as at least a few minutes of actually ordering ranks and such. Unintelligent creatures must be under the direct control of intelligent creatures in order to form troops. A troop uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: A troop is a Gargantuan creature composed of twenty small or medium creatures or five large creatures (or riders on large creatures). The troop’s type remains unchanged from the base creature (ignore the type of any mounts).

Hit Dice: A troop has a single pool of Hit Dice and hit points. Troops have half the hit points and Hit Dice the component creatures. This works out to ten times the base creature's values for small and medium creatures, five times the creature's values for large creatures. Include mounts in the calculation, including the mount's size. Reducing a troop to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Troops are never staggered or reduced to a dying state by damage.

Speed: A troop’s speed is 10 feet slower than that of the base creature. If the base creature is mounted, use the mount’s speed.

Armor Class: As the base creature, with a +4 troop bonus. Ignore the Troop’s new size modifier.

Base Attack: A troop uses the attack bonuses of component creatures.

Attack/Full Attack: The attacks of the troop are carried out by individual creatures in the troop, using the attack bonus of the troop itself with a +4 troop bonus on the attack roll. The number of creatures that can attack each round depends on their size and armament. Total the number of attacks from the following table.

Base creature is small 9 attacks
Base creature is small 6 attacks
Base creature is small 3 attacks
Reach weapons +3 attacks
Piercing weapons +3 attacks
Missile Weapons +3 attacks

If a troop uses several different sets of weapons, it might have a different number of attackers with each set. All troop attack in a given round must use the same set of weapons. Attackers attack individually, allowing each of them to make one attack in a charge and to gain extra attacks from special tactics like Two Weapon-Fighting. A mount and rider together is treated as one attacker of the mount's size.

Space/Reach: 20 feet/10 ft. Larger troops are represented by multiples of single troops. Troops armed with reach weapons do not have reach; the effect of reach weapons is included in the number of attacks.

Attack Options: Troops gain the following attack options.
Expert Grappler (Ex): A troop can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A troop is never considered flat-footed while grappling. Multiple Opportunities (Ex): Each time a troop makes an attack of opportunity, all of the eligible attackers in the troop can make an attack of opportunity.
Troop Anatomy (Ex): Troops are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a troop. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures inflicts damage to the troop equal to the hit points of the base creature. Effects that affect single creatures which do not incapacitate as above have no effect.
Although troops are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the troop. If a troop is dispersed by nonlethal attacks, there are no casualties. If the troop is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0 hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.

Saves: A troop’s saving throws are recalculated based on its new hit dice. A troop makes saving throws as a single creature.

Abilities: A troop’s abilities are the same as the base creature.

Skills: Same as the base creature; do not recalculate based on the troop’s new Hit Dice, but do include modifiers for changes in size and speed. Mounts and ridersuse the best value in each skill.

Feats: Same as the base creature; do not recalculate based on the troop’s new Hit Dice.

Organization: Solitary, platoon (2-4), battalion (5-10), or army (11-200). Troops are often accompanied by leaders and officers of the same size as the base creature, who can occupy the same space as the troop because of the size difference.

Challenge Rating: As base creature +5.

Advancement: As base creature.

Level Adjustment: —.

Sample Troops

The following statistics blocks, presented in a new format.
[edit] Elven Warband (Troop of Elven warrior 1) CR 5

CG Gargantuan humanoid (troop of Medium elves)
Init +1; Senses Nightvision, Listen +2, Spot +2
Languages Common, Elven
AC 20 (+2 Dex, +3 studded leather, +1 light shield, +4 troop) touch 15, flat-footed 18
Hp 45 (10 HD)
Fort +7, Ref +4, Will +2
Speed 20 ft. (4 squares)
Melee 6 Longsword +6 (1d8+1/19-20)
Ranged 12 longbow +7 (1d8/×3)
Space 20 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Atk Options expert grappler, multiple opportunities
Abilities Str 13, Dex 13, Con 0, Int 10, Wis 9, Cha 8
SQ elf traits, troop anatomy
Feats Weapon Focus (longbow)
Skills Hide -11, Listen +2, Search +3, Spot +2

Goblin Regular Wolfriders (Troop of goblins on wolves) CR 7

NE Gargantuan humanoid (troop of small goblins and medium wolves)
Init +1; Senses Darkvision, Listen +2, Spot +2
Languages Common, Goblin
AC 19 (+1 size, +1 Dex, +2 leather armor, +1 light shield, +4 troop) touch 15, flat-footed 18
Hp 175 (30 HD)
Fort +18, Ref +11, Will +9
Speed 40 ft. (8 squares)
Melee 6 Morningstar +6 (1d6) and 6 bite +7 (d6+1)
Ranged 9 javelin +7 (1d6)
Space 20 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Atk Options expert grappler, multiple opportunities, trip
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
SQ goblin traits, troop anatomy
Feats Alertness, Track (B), Weapon Focus (Bite)
Skills Hide -10, Listen +3, Move Silently +3, Ride 5, Spot +3, Survival +1 (+5 when tracking by scent).

Veteran Cohort (Troop of human warrior 3) CR 7

LN Gargantuan humanoid (troop of Medium humans)
Init +4; Senses Listen -1, Spot -1
Languages Common
AC 22 (+4 chain shirt, +4 wall shield, +4 troop) touch 14, flat-footed 22
Hp 166 (30 HD)
Fort +18, Ref +10, Will +10
Speed 20 ft. (4 squares)
Melee 9 Shortsword +7 (1d6+1/19-20)
Ranged 9 Javelin +6 (1d6+1)
Space 20 ft.; Reach 5 ft.
Base Atk +7; Grp +8
Atk Options expert grappler, multiple opportunities
Abilities Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
SQ troop anatomy, wall shield
Feats Weapon Focus (short sword), Weapon Focus (javelin), Improved Initiative
Skills Climb -5, Jump -9

Dwarf Elite Axemen (Troop of dwarf warrior 4) CR 8

LG Gargantuan humanoid (troop of Medium dwarfs)
Init +0; Senses Darkvision, Listen 0, Spot +3
Languages Common
AC 27 (+8 masterwork full plate, +2 masterwork heavy shield, +4 troop, +3 phalanx) touch 17, flat-footed 27
Hp 300 (40 HD)
Fort +24, Ref +15, Will +14
Speed 10 ft. (2 squares)
Melee 6 Masterwork warven war axe +11 (1d10+1/x3)
Space 20 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options expert grappler, pounce, multiple opportunities
Abilities Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8
SQ troop anatomy, darkvision (60 ft), dwarf traits
Feats Weapon Focus (dwarven war axe), Phalanx Fighting, Hold the Line
Skills Climb +3, Spot +3

Air Elemental Horde (Troop of medium air elementals) CR 8

N Gargantuan elemental (troop of Medium air elementals)
Init +9; Senses Darkvision, Listen +3, Spot +4
Languages Auran
AC 22 (+5 Dex, +3 natural, +4 troop), touch 19, flat-footed 17
Hp 260 (40 HD)
Fort +15, Ref +27, Will +14
Speed Fly 90 ft. (perfect) (18 squares)
Melee 6 Slam +12 (1d6+1)
Space 20 ft.; Reach 5 ft.
Base Atk +7; Grp +8
Atk Options expert grappler, pounce, multiple opportunities, air mastery, whirlwind
Abilities Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8
SQ Troop anatomy, darkvision 60 ft., elemental traits
Feats Dodge, Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Skills Listen +3, Spot +4


Wow.

Great ideas guys.

Liberty's Edge

Carl Cramér wrote:

I did something along the same lines, but (hopefully) less complex. Anyway, I didn't use so much text to explain it. Here goes: Starfox's Troop Template.

Unformatted forum dump:

First, formatting helps...

Anyway, one of the things you haven't accounted for is the HP/HD mess, I know, I banged my head against it a lot.

To be a threat, a unit (troop, corps, formation...) needs to have a lot of hit points, way more than the base creature, but if you just add hit dice willy nilly, you end up with units being immune to spells that should hit them hard. Cloudkill is a great example. Every human warrior one in a unit should be killed outright by cloudkill, therefore the unit should be killed. Add a decent number of hit die, and suddenly a unit just loses con...

Also, there is a clear progression normally for what happens when you add hit dice. 4 HD of undead is worth 4d12 hp, certain good saves, certain bad saves, BAB etc etc etc.

Otherwise, you need to make sure you address the 3 fighting modes avaialable to units. A) they can be enemies, B) they can be allies, C) they can be both.

When they are an enemy, they have to have a reasonable challenge for their CR, be memorable, have abilities that the DM can use, etc etc.

When they are an ally, they cannot clean the clock of everything they come up against in their CR. If you treat them as a cohort, they cannot be more powerful then other available cohorts.

Finally when they face each other, it should not turn into a cavalcade of thunder as you roll dozens of dice. Two people can fight, going back and forth with a couple of die rolls each (hit damage, your turn, hit hit damage damage, back to the first guy). Especially in combat where PCs are still playing themselves, having units jump up take all the attention is bad.

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