Change Formation

◆◆CommonRemaster

The troop reconfigures to assume one of the formations below they know. Using this action again ends any previous formation, and the troop can also use this action to revert to its default formation, ending any benefits and drawbacks.

  • Loose Members of the troop fan out to cover more ground. Benefit Any weaknesses the troop has to area and splash damage are suppressed. Drawback Enemies' saving throws against the troop's damaging effects are one degree of success better than they roll.
  • Marching Column This formation traverses long distances more rapidly. Benefit The troop gains a +10 foot circumstance bonus to all its Speeds. Drawback The troop is Off-Guard and takes a –2 penalty to Reflex saves.
  • Turtle Shell The troop interlocks their shields. Only a group with shields can use this formation. Benefit The troop gains a +2 circumstance bonus to AC against ranged attacks and to Reflex saves. Drawback The troop takes a –10-foot penalty to all its Speeds.
  • Wedge The troop aligns itself behind a powerful commander. Benefit The troop chooses an adjacent allied creature without the troop trait to fall in behind. Each time the chosen creature Strides, the troop follows as a free action, Striding to keep the chosen creature adjacent. Drawback The troop loses some of their autonomy. They're slowed 1 and can't voluntarily move away from their leader.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Move

An action with this trait involves moving from one space to another.