5-24 Assault on the Wound


GM Discussion

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Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Paulicus wrote:
John Francis wrote:


Mind you, trying to fly out when you're surrounded by a bunch of angry adventurers isn't guaranteed to work. In fact in the second table I ran enough of the AoOs got through to reduce him to exactly 0hp. This meant that the strenuous action of attempting to fly meant he pretty much leapt out of the room and collapsed ignominiously.
I think that was us! We definitely alerted him though, and his buffs were up and in force. If I recall, he put up a decent fight (or at least survived for a little while). Unfortunately, action economy is rough on single BBEGs.

Sunday? The table down fairly close to the HQ desk? With a couple of VCs at the tables as well? If so, then that was you.

Spoiler:
But the BBEGs buffs weren't up in full force - if he'd have had a couple of extra rounds of advance notice things could get even more interesting!

4/5

I can not say I liked the troops, just from a mechanical point of view. I understand they are a bit of an abstraction, but completely negating armor is rough, and targeted spells having no effect just feels weird. Even in a group of say twenty guys, one of them evaporating seems like it should have some effect. I mean swarms are bad enough, but did someone out there really think "Hey people love swarms!" I think part of it is there is no way to counter them currently other than just having evasion. I suppose one should be happy the did not also give them distraction. So out of curiosity how do tower shields work against troops?

4/5

Getting away from the rules, I otherwise did like this scenario despite the issues inherent in including a new rules set. Though it does also have the downside that your commander matters so very little. I was lucky that my relatively low charisma Tiefling was able to use the Golems which are basically the idiot setting for mass combat given how hard they are to actually damage. I just set them to full defense and marched in after the others had weakened the combatants to stomp the demons flat.

Grand Lodge 4/5

So, is there any reason why the Golems aren't immune to Bleed?

4/5

As far as I know they are a immune to bleed, they have construct traits. Which mentions they are immune to bleed.

Grand Lodge 4/5

David Neilson wrote:
As far as I know they are a immune to bleed, they have construct traits. Which mentions they are immune to bleed.
The copy I was given by my VO states the following:
Quote:
Construct: The army is immune to disease, fear, paralysis, and poison.

Nothing about bleed.

4/5

Huh, I was going by the bestiary construct traits. It is odd that they are not immune to bleed. It honestly never came up due to having a high enough DV that they crushed the bleed inducing armies before they ever took damage.

Grand Lodge 4/5

Yeah, that's why I was asking. It honestly seems like they should be immune to bleed, but as written they aren't.

Sovereign Court 4/5

Quick question here:

Regarding the BBEG:
, tactics say that he'll vanish and try to push someone over the edge of the cliff. Does a PC get a save to avoid falling over or catch the lip of the cliff?

Similarly, is any PC so pushed off out of the fight entirely if they cannot fly back up or teleport? A 100 foot climb would take 10 rounds of climbing with 20 successful DC 20 climb checks... Unlikely, really.

Apologies if this was already spoken of. I admit to merely skimming the thread so far... Bad Sior! Bad!

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

The only real option in the rules is this.

Catch Yourself When Falling wrote:
It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so.

Not very likely, but most GMs don't know it exists and make up Reflex saves to catch hold and the like.

Thankfully, my oracle wears boots of the cat and would have been fine.

2/5

I think the bleed ability represents more than actual bleed damage. The rogue talent and alchemist discovery abilities both translate into bleed for mass combat. The only bleed I remember comes from the howlers quills, an ability the golems actually don't seem like they would be immune to.

Grand Lodge 4/5

The Rift Drakes also have bleed, which comes from them actually having bleed damage normally.

3/5

Any recommendations on how large the hex map should be?

Sovereign Court 4/5

I think I counted 16x17 hexes. Thankfully, this is almost the exact size of my Chessex BattleMat. I bought it way back when I started gaming and totally missed the fact that it was 1 1/2" squares and hexes. Whoops! However, it seems to be a great size for the engagements. I figure it will allow 1" base minis or pogs to squeeze into a hex without too much hassle. Won't know from experience for another week yet. But 1 1/2" hexes should be good. Doesn't take up too much table-space either. If you want to go broader scale, go for 2" hexes.

Shadow Lodge 4/5

Tiefling Troop wrote:

Where the PCs begin this encounter depends on how

they approach the cliff top. Allow each PC to attempt a DC 5 Stealth check. The PCs begin 150 feet away from the trap door but are able to approach 10 feet closer for each point by which the lowest Stealth check exceeds the DC (minimum starting distance of 40 feet).

So, would the PCs get a surprise round at Distance X or is it assumed they are spotted at Distance X and a normal combat begins?

Liberty's Edge 4/5 5/5

Sammy T wrote:
Tiefling Troop wrote:

Where the PCs begin this encounter depends on how

they approach the cliff top. Allow each PC to attempt a DC 5 Stealth check. The PCs begin 150 feet away from the trap door but are able to approach 10 feet closer for each point by which the lowest Stealth check exceeds the DC (minimum starting distance of 40 feet).
So, would the PCs get a surprise round at Distance X or is it assumed they are spotted at Distance X and a normal combat begins?

I'm pretty sure it's the latter. Their 'surprise round' is getting a bit closer than the standard 150'.

3/5

Would you allow an army to "delay" in the initiative order as in a normal combat round? It does not seem thematic to mass combat but seems preferable in many ways to be reactionary, i.e. lower in the initiative order. Some of the enemy armies have tactics that would likewise benefit from lower initiative order.

3/5

I just uploaded a clean mass combat hex map to the GM Prep forums. I managed to get a clean background out of it and overlay a hex, then resized it to extra large (29" wide) to max out the printable area at the local print shop. B&W on a 30" wide paper for these maps runs about $9 which seems acceptable.

Up next - I made some isometric maps of the command bunker, complete with a dartboard with a picture of Ollysta pinned to it... I'll upload those to the GM Prep in the next couple days. They are printable on 8.5"x11" regular old paper...

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Heads up - that's the exact kind of thing that we're not allowed to post in pfsprep. The images are Paizo copyright, including maps, and don't fall under the Community Use Policy.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Also: no, mass combat is not a normal initiative round. It's better to be able to choose where the murderball happens than it is to try to rush to get there in time, due to the order of operations in mass combat being movement, then all combats.

We've GOT a PDF in Paizo's hands that has that map scaled for PC mini bases, as well as a 4-up version that fits in staples print-to-store and includes a double set of the bunker map rebuilt. $20 sets up 4 GMs for a local convention with two needing to handle the bunker map themselves...

But we're still waiting for Chris the Robot to get the approvals to get the stuff posted.

Shadow Lodge

Depending on how many players use unique armies, rolling the initiatives for the demon armies can be a real pain in the keister. You could easily have 12-13 armies to each roll 1d10 for in the second engagement.

The reason initiative matters is that you can use an army to prevent another army from moving.

For example, if the players form a murderball and then begin advancing towards some demons, imagine two players go first, and move their two armies towards a hex that may or may not have demons. You could then move a demon army into the location where the rest of the players' murderball is located and those players are then unable to move and rejoin the murderball army.

The tactic works for the players, too.

I recommend bringing a lot of d10s when you GM this scenario, so you can roll a dozen at once for the demon initiative. I just then line them up kind of how they landed in a big line and go through however my cheat sheet listed the demon armies and assign the initiatives.

3/5

My bad - I'll take it down. I'm guessing the hand-drawn maps are okay... I like the idea of having the hex map big enough to fit multiple minis in each hex.

Why do they make it so hard to print a half-decent map with no labels?

Shadow Lodge 2/5

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

So how did GMs handle the environmental effects for the mass combat? It's obvious that there was stuff going on in the map (especially the "House of Reflections") but it wasn't clearly defined what mechanical effect they would have on combat or movement in those hexes. The rules in the back say that the GM is free to apply modifiers based on the environmnet as they see fit. I ran this Scenario 5 times over GenCon. Not once did I mess with environment modifiers, as spending 20-30 minutes explaining the basics to my players took long enough and certain regions weren't clearly defined on the map.
My other critique is about combat occuring in the same hex and "sharing hexes". I had to borrow a hex map from a friend just to run this scenario and it was of course, the standard 1" hex battlemat. Keeping track of which armies are all sharing which hexes gets complicated quickly. After the second time running it at the convention, I worked out a system of writing down each of the monsters on my notepad I used for initiative tracking, then writing each player down next to the monster who's hex they entered and moving their piece to the side of the map. (it helped that I use color-coded munchkin minis for generic baddies)

I think it would have been much simpler if they had combat lock in at ADJACENT hexes.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Hex scale says 'threat' is too big then, and interception of the PC side before the countdown expires in the second engagement would be too easy.

My technique was to continue to have a single PC mini represent where stuff was, and use index cards as battlefields to designate which forces were in a fight. Also let me pull minis off the field as armies get eliminated, retreated, etc.

5/5

When they moved into a fight, we placed enemy and allied army minis in front of the player whose mini was still on the board. Worked out pretty well.

Silver Crusade

I ran this Saturday and I had only one problem. What am I post to do with the Troop if they just ignore it and go down the hatch? I know its a Gargantuan creature for battlefield size purposes. but was I justified to say that they could all just go down the Trap door in a single round? I mean its space it takes up is irrelevant to the 5ft square that they go down since its basically a swarm of MEDIUM creatures.
I just reasoned they each had a movement of 60 feet in a single round to go down a 15ft ladder. into a area that supports their full gargantuan size. was i wrong to spare the PC's a full on TPK saying they simply couldnt go down because a Gargantuan crature cant fit because its too big? How should have I ran this? How should anyone Run a situation like that?

Silver Crusade 2/5 *

I would have had them break ranks and reform down the ladder in pursuit of the PCs. I would say it would take a few rounds to do this, however.

Grand Lodge 4/5

Thinking about where each individual would have to move, it should be at least a full-round action, after the troop moved adjacent to the ladder. If the GM allowed the troop to use any of its damage-dealing abilities while doing so, it's more like two full rounds. They might choose to fire crossbows through the trapdoor instead.

Silver Crusade

I forgot where it's mentioned. But why can't we shape swarms in PFS?

Shadow Lodge 2/5

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

you CAN shape swarms and Troops. as long as they are all connected they don't have to stay in a 4x4 square grid. you effectively have a 16 square line to play with as needed. its in the RAW and there is no overruling exception given.

Troop subtype wrote:
...A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shape-able, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units...
Swarm subtype wrote:
...The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

If you read the Troop type description in the appendix of the scenario, it gives you all the info you need on troops. Aside from being really, REALLY stealthy, I don't see how the party could possibly bypass the troop (tho, i would have preferred it as an optional encounter given the potential time sink of the mass combat). even if they all just push through/run around, the troop can easily follow them down the ladder and crowd the first floor. on the other hand, i can see this being an effective strategy to avoid their deadly crossbow volley attack. if it takes the pc's more than a round to move to and through the trap door (as it should) the troop should drop its flame wall to block access.

The Exchange 5/5

hxcmike wrote:

you CAN shape swarms and Troops. as long as they are all connected they don't have to stay in a 4x4 square grid. you effectively have a 16 square line to play with as needed. its in the RAW and there is no overruling exception given.

Troop subtype wrote:
...A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shape-able, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units...
Swarm subtype wrote:
...The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
If you read the Troop type description in the appendix of the scenario, it gives you all the info you need on troops. Aside from being really, REALLY stealthy, I don't see how the party could possibly bypass the troop (tho, i would have preferred it as an optional encounter given the potential time sink of the mass combat). even if they all just push through/run around, the troop can easily follow them down the ladder and crowd the first floor. on the other hand, i can see this being an effective strategy to avoid their deadly crossbow volley attack. if it takes the pc's more than a round to move to and through the trap door (as it should) the troop should drop its flame wall to block access.

If a Troop is done the same as a swarm, the statement "...you effectively have a 16 square line to play with as needed. ..." is not correct.

Here's the entire paragraph from the Bestiary write up on swarm...

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

If we take the last sentence out of context (as people often do), we could assume that a swarm that is 10' to a side (as all normal swarms are) is being referenced, and is being called a "large swarm". The problem with this, is the little "l" in the sentence. It is the same little "l" that we would refer to a Dire rat as a large rat (which is size Small) rather than a Large rat (which would be a creature 10' to a side). It would also imply that there are such things as Huge swarms and Medium swarms and even Small swarms.

If we take the last two sentences together we can see that a large swarm is represented by multiple single swarms (that are all 10' cubes or squares, 10' to a side), and that this "larger swarm" (made up of two or more normal swarms) is completely shapeable, though the larger swarm "usually remains in contiguous squares" (squares that are 10' to a side and are the multiple single swarms that it is made up of).

Normal swarms are not Large. They are never references that way. All other creatures in the Bestiary are referenced by the size they are - why would Swarms be an exception? An exception that never is called out? Swarms are referenced by the size of the component creatures - thus a swarm is "a swarm of Tiny creatures" or "a swarm of Diminutive creatures". Swarms are a group of creatures of a size Tiny or smaller grouped into an area 10' to a side. There are large swarms - "Larger swarms are represented by multiples of single swarms." but there are no Large swarms.

Now a note on contiguous.

"A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures."

Again from the Bestiary:
Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

So let's look at that last line again...

"The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares."

If we were to treat the Troop as a "large swarm" then is it a set of 4 normal swarms? (Four 10' squares?). And the statement that it "usually remains in contiguous squares" would mean that it does not ALWAYS remain in contiguous squares - so we could then detach part of it and send that part off on it's own, separate from the rest, right? It would then be possible to move the troop in either 4 (if it is 4 normal swarms) or 16 (if it is 16 "medium sized" individual pieces) different directions.

So, I would then assume that a Troop is NOT treated as a "large swarm"...

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Thank you for that wonderful breakdown nosig.

The Exchange 5/5

TriOmegaZero wrote:
Thank you for that wonderful breakdown nosig.

welcome.

and I need to stress that I do not know the rules on Troops. They may NOT be the same as swarms (and may have been written by someone who thought that swarms COULD brake up into smaller 5'squares.

I've encountered judges who brake up swarms into smaller 5' squares and other judges who stack swarms to have them do damage twice to the same person (in the same round), (two things that swarms can't do). I'm afread of encountering the judge who does both - split the swarm into 4 pieces - then stack two or more on the same PC to have it do 2X damage, and require 2 or more Saves vs. distraction.

Liberty's Edge 4/5 5/5

What nosig says is true. But it is also true that the troop that occupies a 20'x20' square can be adjusted to a different shape (as it says so in the troop rules).

Personally, both times I ran it, I had them switch to two ranks of eight, filling two rows between the 'horns' in front of the trapdoor.

The Exchange 5/5

Paz wrote:

What nosig says is true. But it is also true that the troop that occupies a 20'x20' square can be adjusted to a different shape (as it says so in the troop rules).

Personally, both times I ran it, I had them switch to two ranks of eight, filling two rows between the 'horns' in front of the trapdoor.

why not just have them "form square" around the trapdoor? (they would form a 25' by 25' square with an empty space in the middle) That would mean anyone trying to enter would need to move thru them...

Liberty's Edge 4/5 5/5

Simply because the scenario says 'They await attackers, forming a line between the horns of the bunker and blocking access to the trap door entrance.' I took the instructions literally.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
nosig wrote:
I've encountered judges who brake up swarms into smaller 5' squares and other judges who stack swarms to have them do damage twice to the same person (in the same round), (two things that swarms can't do). I'm afread of encountering the judge who does both - split the swarm into 4 pieces - then stack two or more on the same PC to have it do 2X damage, and require 2 or more Saves vs. distraction.

This is what I was referring to. I had this exact discussion over the weekend at Strategicon.

The Exchange 5/5

TriOmegaZero wrote:
nosig wrote:
I've encountered judges who brake up swarms into smaller 5' squares and other judges who stack swarms to have them do damage twice to the same person (in the same round), (two things that swarms can't do). I'm afread of encountering the judge who does both - split the swarm into 4 pieces - then stack two or more on the same PC to have it do 2X damage, and require 2 or more Saves vs. distraction.
This is what I was referring to. I had this exact discussion over the weekend at Strategicon.

yeah... then we could get a spider swarm splitting into 4 different squares, which all "stack" onto one target, 4d6 damage, with 4 Saves vs. Poison and 4 Saves vs distraction... as a CR 1 monster...

Shadow Lodge 4/5

Swarms are bad enough, m'kay?

The Exchange 5/5

TOZ wrote:
Swarms are bad enough, m'kay?

well, drifting more into the twilight zone... if I drop an acid flask on a "stacked" swarm, does it do damage to all four parts of the swarm? does it do 1d6 to each, or 1d6 to one and splash to all the others?...

So this is why anytime someone says something like "you CAN shape swarms"... I feel we should have to jump in and correct clearify it. Large swarms (made of more than one normal swarm) are shape-able, but a normal swarm should keep it's 10' square (or cube) shape (though it can go thru openings that the individual creatures can pass thru). Otherwise we will see even more judges (and players who summon swarms)playing them wrong...

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I may print out your post for just such occasions, my friend.

The Exchange 5/5

TriOmegaZero wrote:
I may print out your post for just such occasions, my friend.

O.O

wow... ok. and thanks.

Here's an older Swarm Thread. so we don't derail this one more...

Liberty's Edge 4/5 *

I ran this at low tier.

My party's response to the mass combat was overwhelmingly negative. One person actually went outside and sat in her car for an hour after her army was defeated in the second encounter. I actually had to call Engagement 2 in my favor since the rift drakes would have torn everyone a new one. Also, they were tired of not playing their characters.

I let the party do half damage to the troop with weapons, but I didn't see that stated anywhere. I made the assumption because I would have just murdered them all otherwise since they had very little AOE damage. One person used the horns as cover and another stayed 85 feet away. I'm glad I forgot about the automatic melee damage or I probably would have killed the cavalier who was able to do almost nothing since she was eating the fire and crossbows.

In the last fight, I lost initiative, so they were able to pile in and dump a bunch of damage onto him. He did manage to fly out, however. But once I did his vanish then hydraulic push tactic, I called the fight because a couple readied actions were going off and they had all their regular turns to go.

I still enjoyed the scenario. I want Paizo to keep making inventive scenarios like this. However, I don't think mass combat is good for PFS.

P.S. On a more personal note, I was very disappointed that this was not the 7-11, as I stacked all of the boons on my high level riftwarden.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Joshua N Hancock wrote:
I let the party do half damage to the troop with weapons, but I didn't see that stated anywhere. I made the assumption because I would have just murdered them all otherwise since they had very little AOE damage.

They should have taken full damage, as the Troop subtype does not mention any immunity to weapon damage, as the Swarm subtype does. Troops are composed of Small or Medium creatures, and the half damage rule for swarms is for swarms of Tiny creatures.

Liberty's Edge 4/5 *

TriOmegaZero wrote:
Joshua N Hancock wrote:
I let the party do half damage to the troop with weapons, but I didn't see that stated anywhere. I made the assumption because I would have just murdered them all otherwise since they had very little AOE damage.
They should have taken full damage, as the Troop subtype does not mention any immunity to weapon damage, as the Swarm subtype does. Troops are composed of Small or Medium creatures, and the half damage rule for swarms is for swarms of Tiny creatures.

Oops. However, that wouldn't have changed the fight dramatically. I would have had one less round of shooting (after I had already dropped the cavalier). Also, I didn't move the troop at all since I was in a bit of a hurry after the mass combat ate up so much time.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

It's a very esoteric creature, so mistakes will be made. Sounds like it didn't cause any huge problems, so no harm done.

Liberty's Edge 4/5 5/5

Joshua N Hancock wrote:
P.S. On a more personal note, I was very disappointed that this was not the 7-11, as I stacked all of the boons on my high level riftwarden.

You are aware that as a player in this scenario, you can use the relevant army boons that ANY of your characters have earned (regardless of which PC you actually play the scenario with), right?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

That still doesn't address his desire to lead the armies with the character that actually earned those boons.

Liberty's Edge 4/5 *

Paz wrote:
Joshua N Hancock wrote:
P.S. On a more personal note, I was very disappointed that this was not the 7-11, as I stacked all of the boons on my high level riftwarden.
You are aware that as a player in this scenario, you can use the relevant army boons that ANY of your characters have earned (regardless of which PC you actually play the scenario with), right?
TriOmegaZero wrote:
That still doesn't address his desire to lead the armies with the character that actually earned those boons.

I am aware. I will be playing this with my cleric of Irori, which will actually work better for me mechanically since he has a +5 Charisma mod as opposed to my riftwarden's +2.

And I suppose I shouldn't have used the word "very" since my riftwarden got a proper sendoff in Legacy of the Stonelords.

Sovereign Court 5/5

When I ran this I had a sound striker bard pre-roll his 8 or 9 attacks on the troop, all ready to go to remind me that these attacks are treated as weapon damage effects which will affect troops.

I ended up having to have a rules argument (not the same thing as a discussion) about troops being flat out immune to effects that affect a specific number of targets, just like swarms are. I was prepared to 'bend the rules' and treat his prolific number of sound strikes he could perform as an AOE rather than strictly by RAW as attacks on discrete targets. He didn't want to do only 1 attack's worth of damage, not even with the +50% adjustment, so I ended up having to not let him use the ability on the troop at all. He wasn't happy, but the rules lawyers of PFS surely will rejoice at hearing about our pain at having gone through the rules dispute.

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