Followers and Entourages

Introduction to Followers and Entourages

Followers are groups of talented NPCs attached to a single PC- typically an Operations Director of some kind. These Followers might be friends, members of their Ops Staff, bodyguards, or even an advanced computer system or particularly ferocious pet dog. Either way, Followers are under the direct control of their PC, even though it may not (sometimes through inability) fulfill their orders to the letter, they'll nevertheless do their best.

Entourages are special, unique Hordes attached to a single PC- again, typically an OD. Entourages typically take the form of elite Horde units that answer directly to the PC, such as a crack commando unit, a group of bodyguards or an informal, handpicked group of special agents.

Followers can help supplement a character's weaknesses, especially for ODs, who are often not completely suited to combat or have many responsibilities to fulfill.
-- Back to Top --

Possessing Followers

All Operations Directors have access to three Followers right at the start; these represent their starting Ops Staff. Finally, they may gain extra Followers and Entourages by buying the Follower advance (which replaces Elite Agent). An OD may not have more Followers or Entourages than their Fellowship Bonus.
-- Back to Top --

Generating Followers

Step One: Allocate Characteristics

All Followers have a set of Characteristics, just like characters. Followers have access to a pool of 300 points. They divide these points up amongst their Characteristics. A Follower's Strength, Toughness and Intelligence may not be lower than 1, but its other Characteristics may be set to 0. Followers with a Characteristic value of 0 automatically fail any tests in that category.

Finally, a Follower can not have more than 50 in a single Characteristic.

Example
Doctor Sophie Riel is generating a Follower: in her case, a powerful AI system. Like all Followers, it is allocated 300 points to spread out amongst its characteristics. The AI system needs to be intelligent, as well as resistant to damage; it also needs to have a good BS system in order to attack intruders, as well as a solid Perception score to detect them. After some spending, Riel's AI system looks like this:
WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship
00 50 50 50 00 50 50 40 10

-- Back to Top --

Step Two: Wounds and Movement

Followers' Wounds and Movement are based on their Characteristics. They start with TB*3 Wounds, and use normal Movement charts.

Example
Doctor Riel's AI has TB5 and AB0. As a result, it starts with 15 wounds, but is unable to move.

-- Back to Top --

Step Three: Skills

Followers may have 12 Skill selections. They may select a skill multiple times, each time gaining a level of Skill Mastery (+10), up to a total bonus of +20. All Followers begin with Literacy and one or two Speak Language skills, although Literacy may be traded for another skill if appropriate (representing someone illiterate, having been taught other things besides).

Example
Doctor Riel's AI can have 12 Skills, or fewer if they're upgraded ones. She picks the following: Awareness+20, Computer Use+20, Inquiry, Logic+20 and Scrutiny+10. This gives the AI the ability to sense enemies and also repel hacking attacks- even as it calculates on request and can hack other machines very well. Finally, it gains Literacy and Speak Languages (English, French).

-- Back to Top --

Step Four: Talents

Followers may have 11 Talents. Talents should be sensibly purchased- a character with WS 20 should not end up with Lightning Attack, for example. However, Followers may pick, for free, a number of Melee Weapon proficiency talents equal to their WSB/2, whilst they may pick a number of Ranged Weapon proficiency talents equal to their BSB.

Example
Doctor Riel's AI may choose 11 Talents. It chooses the following: Basic Weapons Training (Bolt, General, Maser), Chem Geld, Combat Formation, Foresight, Heavy Weapons training (Bolt, General), Heightened Sense (Sight), Heightened Sense (Sound), Infused Knowledge, Independent Targeting, Paranoia, Talented (Logic, Security, Tech Use).

-- Back to Top --

Step Five: Traits

Traits are the Follower's most defining aspects, allowing it to be defined as something else- an animal, an Angelspawn, a machine. A Follower may have up to 7 Traits, chosen from the list below. Traits with numbers in parentheses (eg. '(1-6)') represent multiple levels of a Trait; the Follower may choose a number from within that range. They do not have to spend multiple Traits to unlock extra levels.

It may be that a Follower is unsuitable for special Traits- it may just be an ordinary human being. In this case, Traits may be 'traded in'. A Follower may trade a Trait for an extra Skill, an extra Talent, an extra piece of equipment or, boost a Characteristic by +10, up to a max of 60- although no Characteristic can be boosted more than once.

Trait Name Subname Effect
General Traits
Amorphous - You possess a strange, malleable shape. As a free action, you may increase or decrease its size category by 1, although your movement values are not changed by this action. You automatically have the Crawler trait.
Amphibious 1-6 This creature is naturally suited to aquatic spaces as well as surface terrain and may be in or under water without suffering any penalties or needing to make Athletics swim tests. In the water, it treats its AB as though it were X.
Angel - This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs.
Armor Plating 1-6 Gain AP equal to X. May not be taken with Natural Armour. Stacks with worn armour.
AT Field 1-8 Gain an ATS and a number of AT Field powers equal to X+WPB.
Aquatic 1-6 This creature is native to the water, and whilst it may not leave it, suffers no penalties for being in water. In the water, it treats its AB as though it were X.
Auto-Stabilised - Always counts as Braced, and may fire Semi or Full auto as a half action.
Baneful Presence 1-5 This creature's menacing aura seems to charge the very air. All characters suffer a -10 penalty to Willpower tests taken whilst being within X m/dm/km of the creature.
Bestial - This creature tends to act instinctively, rather than rationally. It never needs to test Survival in its natural habitat. Unless starving or desperate, a threatened Bestial creature must test Willpower when frightened, startled or injured. On a failure, it acts in a way specific to its species, usually fleeing.
Blind - Blind creatures automatically fail tests based on vision, and automatically fail BS tests. They take a -30 to WS tests and other tests that involve vision. These penalties are negated by the Unnatural Senses trait.
Brutal Charge - A creature with Brutal Charge deals +3 damage on attacks made as part of the Charge action.
Burrower 1-6 A creature with Burrower may move through solid objects via burrowing. Its speed when burrowing is equal to X. What objects a creature can burrow through depends on the material- some can dig through sand, dirt, rock or even metals.
Crawler - This creature is like a snake, slithering over terrain. It halves its AB for the purposes of calculating movement, but ignores Difficult Terrain.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Fear 1-2 This creature forces enemies nearby to make Fear tests.
Flyer 1-6 This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
From Beyond - This creature is immune to Fear, Pinning, Insanity or mental attacks designed to control or trick it.
Hoverer 1-10 This creature is capable of hovering a few metres above the air. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as X.
Improved Natural Weapons 1-6 This creature has a natural attack that deals 1d10+SB+X damage, which do not count as primitive, cannot parry, but also cannot be disarmed.
Incorporeal - This creature can walk through solid objects. It gains the Hoverer (6) trait and +30 to Stealth tests. Incorporeal creatures are immune to normal weapons, which simply phase through its body. AT Field attacks, Angelic attacks, Ancestral-forged weapons and charged Force Weapons can all hit an Incorporeal creature, as can other Incorporeals. Incorporeal creatures cannot usually interact with the physical world, and thus may not attack opponents unless they possess a suitable ability or talent. Incorporeal creatures with AT Field attacks or Angelic attacks may harm enemies as normal, however.
Iron Guard Mk1 - You gain the Unnatural Toughness (2), Strength (2) and Regeneration (1) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 2d10+7 days. You gain +10 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +20 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Iron Guard Mk3 - You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Machine 1-5 This creature is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. Machines have a natural AP equal to X on all locations.
Multiple Arms 1-4 This creature has multiple arms. Its Toughness increases by +10, and it takes a +10 bonus to Athletic tests. When it uses the Multiple Attack action, it gains an extra attack: if the creature has the Swift or Lightning Attack talent, it increases the number of attacks made by +1 per 2 X.
Natural Armour 1-8 This creature has a natural armour, such as a thick hide. it has a natural AP score of X. It stacks with worn armour. It may not be taken with Armor Plating.
Natural Weapons 1-4 This creature has a natural attack that deals 1d10+SB+X damage, which counts as primitive, cannot parry, but also cannot be disarmed.
Perpetual - This creature is highly resilient, and killing it permanently requires a certain method. It does not permanently die when killed; instead it regenerates back to life after 1d10+7 days. It ignores kill results from Critical Damage that are not to the head or body.
Quadruped - This creature has four legs. It doubles its AB for the purposes of calculating movement speed. Creatures with more legs may use this trait as well: they double their AB for the purposes of movement speed as normal, then add +2 to their final speed for every extra pair of legs past the first two pairs. So a creature with 6 legs gains +2, a creature with 6 legs gains +4, etc.
Phase - As a half action, this creature may gain or lose the Incorporeal trait.
Regeneration 1-4 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Size (See Below) 1-7 This creature is especially huge or especially small, and possesses one of the associated categories listed below.
Sonar Sense - This creature has a special sonar sense, which lets it locate the position of any solid object within 30m. Others may test Awareness -10 to detect the sound.
Soul Bound - This creature's soul is somehow bound to the will of a higher being. That being has a measure of control over this creature, and that creature must follow its patron's directives in a reasonably faithful manner. In return, the creature has had the crushing burden of self-direction replaced with the blessed tranquility of submission- this creature gains a +10 to all tests so long as it is following its master's orders. If the Master gives the creature an order, they must follow it; similarly, the Master takes a +20 bonus to any tests to activate Tactics or similar with this creature. If it is performing an action that has not been ordered, but it knows may harm or go against its Master, it takes stacking -10 penalties depending on the severity of the act.
Stampede - When this creature fails a Willpower test, it automatically stampedes, charging in a straight line forward as far as possible (up to its Run speed), overrunning anything in its path until the source of its fear or worry is gone. Anything in the path takes damage equal to the creature's Natural Weapon attack (or 1d10+SB damage if it doesn't have one). One stampeding creatures causes all nearby creatures with this trait to also stampede. The effect lasts until the source of its worry is gone or until 1d10 minutes pass, whichever comes last.
Stuff of Nightmares - This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Grapples.
Touched by the Fates 1 This creature is more than just a normal entity. It possesses a number of Fate Points equal to X, which it may use as any PC would. It may also gain the ability to inflict Righteous Furies if it did not already do so.
Toxic - This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. Either way, anyone afflicted must test Toughness or take 1d10 damage, ignoring AP, TB or any other damage reduction.
Undying - This creature is immune to poisons, toxins and has no need to breathe. It can survive unaided in a vacuum.
Unnatural Characteristic 1-4 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Characteristic. It increases this Characteristic's Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made in that rank by 10 (-30 becomes -20 etc), and also adds 1 Degree of Success to any successful rolls using that Characteristic. Note: Unnatural Toughness will affect the Follower's wounds.
Unnatural Senses - This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect anything within X range, where X is PB*10.
Follower-Specific Traits
Phantom - You are a Phantom. You gain Unnatural Agility (2) and the Soul-Bound (Adept or Prime) trait.
Junior Adept - You are a Solomon Junior Adept. You gain the AT Field (8), Survivor (4), Unnatural Agility (2) and Soul-Bound (Eternity Drive) traits; and the Scholastic Lore (AT Fields+10) skill.
Senior Adept - You are a Solomon Senior Adept. You gain the Tactician, AT Field (10), Survivor (5),Unnatural Agility (2) and Soul-Bound (Eternity Drive) traits; the Scholastic Lore (AT Fields+20, Biology+10, Tactics+10) skills; and the Guidance and Shroud AT Field Powers. At the GM's disrecretion, you may possess a number of Phantom or Phantom Hordes, which possess the Phantom trait with you as the Soul-Bound target.
Specialist Agility, Intelligence, Fellowship Whenever you gain this trait, choose one of the following characteristics. You gain a number of skills tied to that characteristic equal to the Bonus associated with the characteristic. You may only take this trait once.
Survivor 4-5 Your starting wounds are calculated at TB*X, instead of TB*3.
Tactician - This creature is a tactician in their own right. Their Leader Benefit to Hordes may now add any two of the following bonuses: Overwhelming (1), Fire Drill (1), +1 Damage. This is added on top of all other benefits. They may select their Horde Leader Benefit from both the Specialist and the Advanced Specialist lists. Furthermore, they also gain six Tactics for free. Tacticians also gain the 'Great Leader' talent for free.

-- Back to Top --

Example
Doctor Riel's AI may choose 7 Traits It chooses the following: Armor Plating (5), Auto-Stabilised, From Beyond, Machine (5), Unnatural Intelligence (4), and Unnatural Senses. Finally, it sacrifices its final Trait slot to add +10 to its Intelligence.

-- Back to Top --

Step Six: Equipment

Many Followers are allocated some form of equipment. This is equipment that the character is expected to be able to access in a reasonable situation and would befit their nature. A dog has no need for a gun, after all.

The Follower may choose a single suit of armour, melee weapons, ranged weapons and various tools (medikit, etc) each as their 'standard' equipment. This equipment must be equipment they can use, and cannot be given up. Generally speaking, Followers are expected not to exceed a total RP budget of 10 RP for all of the above.

Other equipment, such as clothing, technology etc. May be provided to the Follower automatically, providing it is easy to find. If it is particularly difficult to find, then the Follower has to find it themselves (with help from their PC as the PC feels is appropriate). Generally speaking, a Follower may seek to acquire non-standard equipment three times per Strategic Turn. They may pick a piece of Equipment and test Inquiry to find it, then finally Barter, with penalties applied to both as decided by the GM. (Equipment which would offer bonuses to both is considered to be automatically obtainable). The Follower may choose to sacrifice an extra attempt to acquire a piece of Equipment to add a +10 to both of these tests to acquire this piece. Equipment obtained this way is not replaced automatically if lost.

Example
Doctor Riel's AI may choose an assortment of equipment worth up to 10 RP. It chooses an adapted Combi-Tool (1 RP), a Bolter (3 RP), and an MP Rail Minigun (5), with the latter two acting as remote-controlled turrets. Finally, it picks a pair of Anti-Armor Mines (1 RP), which are programmed to explode inside its body if it is tampered with.

Step Seven: Loyalty

All Followers have a Loyalty value. This value is equal to the PC's Fellowship- if it changes, then Loyalty changes to follow suit. Loyalty represents a Follower's willingness to carry out their PC's tasks. Followers act as, essentially, weaker characters under a PC's control, but they are not infallible and at times their will might falter- or they might simply make mistakes.

The GM makes a Loyalty test for the Follower whenever a PC wants one of their Followers to do one of the following:
Loyalty Test Triggers
Risk their Life. This does not count if the Follower is fighting alongside the PC, or if the risk is something the Follower is used to. However, being ordered to run across a minefield would definitely trigger this test.
Carry out an order against their nature. Ordering a Follower to murder civilians will provoke a Loyalty test if that Follower is particularly against killing of innocents.
Follow out an order in the PC's absence. Ordering a Follower to track down a known enemy and assassinate them, for example.

The GM tests against the PC's loyalty, which may be modified for particularly strenuous or easy tasks as appropriate. On a success, the Follower carries out (or attempts to) the task as ordered, with the PC remaining in control. On a failure, something has gone wrong- either the Follower's lost their nerve, or has made an error. Either way, for the rest of the encounter, the PC is under the GM's control.

Example
Doctor Riel has a Fellowship of 30, so the AI has a loyalty of 30. Doctor Riel is leaving for a conference in a different country- whilst it's away, she orders the AI to hack into a government system and alter video records, so a spy can get in and steal something important. A Loyalty test is made- and the result is a 44. A failure! As a result the GM takes control of the Follower for the duration of the mission and decides the outcome- the video record may end up edited… But the editing happened whilst someone was directly accessing said video and saw it happen. It looks like there might be trouble very soon for the good Doctor unless her and her AI can fix this!

Finished Follower

After this, the Follower is finished and is ready to use. The Follower sheet template may be found here.

Example: Riel's AI

CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
0 50 50 50 0 60 50 40 10
SKILLS
Awareness+20, Computer Use+20, Literacy, Logic+20, Inquiry, Scrutiny+10, Speak Language (English, French)
TRAITS
Armor Plating (5), Auto-Stabilised, From Beyond, Machine (5), Unnatural Intelligence (4), Unnatural Senses
PROFICIENCY TALENTS
Basic Weapons (Bolt, General, Maser), Heavy Weapons (Bolt, General), Talented (Logic, Security, Tech Use)
RANGED TALENTS
Independent Targeting
MENTAL TALENTS
Combat Formation, Foresight, Heightened Senses (Sight, Sound), Infused Knowledge, Paranoia
INTERPERSONAL TALENTS
Chem Geld
WOUNDS LOYALTY EQUIPMENT
15 30 AA Frag Mines (2), Combi-Tool, Bolter, MP Rail Minigun

-- Back to Top --

Improving Followers

By and large, Followers' skills are set in stone. They're normal human beings, not elite heroes like the PCs. However, in situations where the Follower has performed well and impressed the PCs and GM both, the controlling PC may petition the GM to add a new talent, skill or Characteristic Bonus to the Follower. The GM selects the XP cost, and the PC pays for it- with the Follower gaining the bonus.

As part of participation in missions or the like, the GM may rule that Followers gain a number of points which may be invested into characteristics. These points may be banked; for every 5 points, a follower may instead buy a new skill or talent.
-- Back to Top --

Replacing Followers

Followers typically lack Fate Points, and so if they perish in combat then they're gone. The PC does not lose access to a Follower forever, however. Instead they may create a new Follower to replace the slot left behind. This is not an instant process, however, and should be done within a reasonable amount of time (ie over the course of weeks or a month) unless there are exceptional circumstances with allow otherwise.
-- Back to Top --

Generating Entourages

Step One: Allocate Characteristics

All Entourages have a set of Characteristics, just like characters. Entourages have access to a pool of 300 points. They divide these points up amongst their Characteristics. An Entourage's Strength, Toughness and Intelligence may not be lower than 1, but its other Characteristics may be set to 0. Entourages with a Characteristic value of 0 automatically fail any tests in that category.

Finally, an Entourage can not have more than 50 in a single Characteristic.

Example
Dorian Lachapelle is generating an Entourage: an elite task force dedicated to protecting the pilots. Like all Entourages, it is allocated 300 points to spread out amongst its characteristics. He wants them to be combat-capable in a well-rounded fashion, and so he allocates his points as so:
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 40 35 35 35 30 40 30 20

-- Back to Top --

Step Two: Wounds and Movement

Entourages' Wounds and Movement are based on their Characteristics. They start with TB*3 Wounds, and use normal Movement charts.

Note that whilst Entourages don't use wounds when fighting as Hordes, there may be situations where individual members of an Entourage may be used instead. In this case, the Wounds come in play.
-- Back to Top --

Step Three: Skills

Entourages may have 8 Skill selections. They may select a skill multiple times, each time gaining a level of Skill Mastery (+10), up to a total bonus of +20. All Followers begin with Literacy and one or two Speak Language skills, although Literacy may be traded for another skill if appropriate (representing someone illiterate, having been taught other things besides).

Example
Dorian's Entourage can have 8 skills, or fewer if they're upgraded ones. He wants them to be stealthy and perceptive so they can spot threats. His line up looks like so:
SKILLS
Athletics+10, Awareness+10, Dodge+10, Stealth+10, Literacy, Speak Language (English, French)

-- Back to Top --

Step Four: Talents

Entourages may have 8 Talents. Talents should be sensibly purchased- Entourages with WS 20 should not end up with Lightning Attack, for example. Note that Entourages do not need Weapon Proficiency talents, which are covered in the 'Equipment' section, although using a Talent to purchase, for example, 'Melee Mastery' is still allowed.

Example
Dorian's Entourage can have 8 talents. He gives them the following talents:
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Swift Attack
RANGED TALENTS
Barrage, Gun Drill (Bolter), Sharpshooter
MENTAL TALENTS
Nerves of Steel, Unshakeable Faith

-- Back to Top --

Step Five: Traits

Traits are the Entourage's most defining aspects, allowing it to be defined as something special, such as a horde of animals or Angelspawn. Entourages may have up to 7 Traits, chosen from the list below. Traits with numbers in parentheses (eg. '(1-6)') represent multiple levels of a Trait; the Entourage may choose a number from within that range. They do not have to spend multiple Traits to unlock extra levels.

Note that for Entourages, traits can represent more varied things. An Entourage with special gravity equipment might have Hoverer, for example.

It may be that an Entourage is unsuitable for special Traits- they may just be ordinary human beings. In this case, Traits may be 'traded in'. An Entourage may trade a Trait for an extra Skill, an extra Talent, an extra Horde Trait or Horde Ability, +2 EP, or boost a Characteristic by +10- although no Characteristic can be boosted more than once, and may not be boosted above 50 total.

Trait Effect
Amphibious (1-6) This creature is naturally suited to aquatic spaces as well as surface terrain and may be in or under water without suffering any penalties or needing to make Athletics swim tests. In the water, it treats its AB as though it were X.
Angel This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning.
Armor Plating (1-6) Gain AP equal to X. May not be taken with Natural Armour. Stacks with worn armour.
AT Field (1-4) Gain an ATS and a number of AT Field powers equal to X*2. For Entourages, this is ATS per Squad.
Aquatic (1-6) This creature is native to the water, and whilst it may not leave it, suffers no penalties for being in water. In the water, it treats its AB as though it were X.
Baneful Presence (X) This creature's menacing aura seems to charge the very air. All characters suffer a -10 penalty to Willpower tests taken whilst being within X m/dm/km of the creature.
Bestial This creature tends to act instinctively, rather than rationally. It never needs to test Survival in its natural habitat. Unless starving or desperate, a threatened Bestial creature must test Willpower when frightened, startled or injured. On a failure, it acts in a way specific to its species, usually fleeing.
Blind Blind creatures automatically fail tests based on vision, and automatically fail BS tests. They take a -30 to WS tests and other tests that involve vision. These penalties are negated by the Unnatural Senses trait.
Brutal Charge A creature with Brutal Charge deals +3 damage on attacks made as part of the Charge action.
Burrower (1-6) A creature with Burrower may move through solid objects via burrowing. Its speed when burrowing is equal to X. What objects a creature can burrow through depends on the material- some can dig through sand, dirt, rock or even metals.
Crawler This creature is like a snake, slithering over terrain. It halves its AB for the purposes of calculating movement, but ignores Difficult Terrain.
Dark Sight This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Fear (1) This creature forces enemies nearby to make Fear tests.
Flyer (1-6) This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
From Beyond This creature is immune to Fear, Pinning, Insanity or mental attacks designed to control or trick it.
Hoverer (1-10) This creature is capable of hovering a few metres above the surface. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as X.
Improved Natural Weapons (1-4) This creature has a natural attack that deals 1d10+SB+X damage, which do not count as primitive, cannot parry, but also cannot be disarmed.
Iron Guard Mk1 You gain the Unnatural Toughness (2), Strength (2) and Regeneration (1) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 2d10+7 days. You gain +10 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +20 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Iron Guard Mk3 You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Machine (1-5) This creature is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. Machines have a natural AP equal to X on all locations.
Multiple Arms (1-4) This creature has multiple arms. Its Toughness increases by +10, and it takes a +10 bonus to Athletic tests. When it uses the Multiple Attack action, it gains an extra attack. If the creature has the Swift or Lightning Attack talent, it increases the number of attacks made by +1 per 2 X.
Natural Armour (1-8) This creature has a natural armour, such as a thick hide. it has a natural AP score of X. It stacks with worn armour. It may not be taken with Armor Plating.
Natural Weapons (1-4) This creature has a natural attack that deals 1d10+SB+X damage, which counts as primitive, cannot parry, but also cannot be disarmed.
Perpetual This creature is highly resilient, and killing it permanently requires a certain method. It does not permanently die when killed; instead it regenerates back to life after 1d10+7 days. It ignores kill results from Critical Damage that are not to the head or body.
Quadruped This creature has four legs. It doubles its AB for the purposes of calculating movement speed.
Regeneration (1-4) This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Size (5-7) This creature is especially huge, and may choose one of the listed Size categories. Note that creatures may be smaller than Average (Miniscule (1), Puny (2), Scrawny (3)) without needing to spend a Trait slot to do so.
Sonar Sense This creature has a special sonar sense, which lets it locate the position of any solid object within 30m. Others may test Awareness -10 to detect the sound.
Soul Bound This creature's soul is somehow bound to the will of a higher being. That being has a measure of control over this creature, and that creature must follow its patron's directives in a reasonably faithful manner. In return, the creature has had the crushing burden of self-direction replaced with the blessed tranquility of submission- this creature gains a +10 to all tests so long as it is following its master's orders. If it is performing an action that has not been ordered, but it knows may harm or go against its Master, it takes stacking -10 penalties depending on the severity of the act.
Stampede When this creature fails a Willpower test, it automatically stampedes, charging in a straight line forward as far as possible (up to its Run speed), overrunning anything in its path until the source of its fear or worry is gone. Anything in the path takes damage equal to the creature's Natural Weapon attack (or 1d10+SB damage if it doesn't have one). One stampeding creatures causes all nearby creatures with this trait to also stampede. The effect lasts until the source of its worry is gone or until 1d10 minutes pass, whichever comes last.
Stuff of Nightmares This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill them.
Sturdy This creature takes a +20 bonus to resist Knockdowns and Grapples.
Toxic This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. Either way, anyone afflicted must test Toughness or take 1d10 damage, ignoring AP, TB or any other damage reduction.
Undying This creature is immune to poisons, toxins and has no need to breathe. It can survive unaided in a vacuum.
Unnatural Characteristic (1-4) This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Characteristic. It increases this Characteristic's Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made in that rank by 10 (-30 becomes -20 etc), and also adds 1 Degree of Success to any successful rolls using that Characteristic. Note: Unnatural Toughness will affect the Follower's wounds.
Unnatural Senses This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect anything within X range, where X is PB*10, or just PB in strategic combat.
Example
Dorian's Entourage can have 7 traits. His Entourage don't have any real unnatural traits, so instead he expends the traits to empower other parts of his Entourage:
TRAITS
Characteristic Increase (WS, BS, Strength, Toughness, Agility), Equipment Increase (+2), Ability Increase (+1)

-- Back to Top --

Step Six: Horde Traits

Horde Traits define how the Entourage acts as a Horde, allowing its concept to flourish. A grim-faced team of crack commandos will look very different to a band of fearless zealots, and it is Horde Traits which define this. Entourages may have up to 6 Horde Traits, chosen from the list below. Traits with numbers in parentheses (eg. '(1-6)') represent multiple levels of a Trait; the Entourage may choose a number from within that range. They do not have to spend multiple Horde Traits to unlock extra levels.

The list of available Horde Traits is provided below.

Horde Trait Name Effect
Design Traits
Large This Horde is made up of a small group of larger enemies, and takes a flat 10 mag damage from attacks which have 2d10 or more attack die. Large hordes ignore Fire effects, simply taking 1 Mag damage per turn instead.
Swarm This Horde is so numerous and spread out that only heavy area attacks do much damage. When this Horde takes Magnitude damage from any source other than an AoE attack, it halves the final amount.
Mobility Traits
Mobile (1-2) This horde is made up of quick, mobile forces who are not easily slowed down by poor terrain. This Horde treats all Difficult Terrain Values as being X points less than they really are.
Mounted (6-10) This Horde is mounted, either on horses or motorcycles or other light vehicles. They may dismount as a Full Action. Mounted Hordes treat their AB as X when moving across ground, gain +2 DoS on all Charge attacks, and gain the Brutal Charge trait. Conversely, they treat all DTVs as being 1 point higher than they really are, and attacks made against Mounted hordes gain a +10 to hit due to the size of their mounts.
Morale Traits
Adept-Linked This Phantom Horde is linked to an Adept. Adepts are often linked to a maximum of four Phantom Hordes, and so long as the Adept lives, the Phantoms are fearless. If the Adept dies, the Phantom Horde rolls on the Abandonment table (see Appendix).
Battle-Hardened This Horde ignores its first failed Break test of the battle.
Blood Soaked Tide When the Horde fails a Willpower test to avoid being broken, it instead gains the Fearless, Frenzy and Overwhelming (1) traits.
Disciplined This Horde does not suffer the -10 Willpower penalty for having lost two Squads, nor does it automatically break and flee after losing three Squads.
Fanatics This Horde counts as fearless. Furthermore, whenever this Horde loses a squad, it gains the Overwhelming (+1) and Fire Drill (+1) traits.
Fighting Withdrawal When this Horde breaks, it does not flee at top speed but rather moves at whatever speed is appropriate away from the battle, making ranged attacks as it withdraws. It will Disengage from melee instead of fleeing.
Stubborn This Horde, if Broken, may automatically test WP at the start of every turn regardless of circumstances.
Offensive Traits
Dirty Fighter When this Horde attacks, it always hits its target's body location with the lowest AP. If the target is an E-Scale unit such as an Eva, it may choose to target the body location with the lowest Wounds remaining instead. Against enemy Hordes, this Horde instead increases its Penetration of all attacks by +2.
Fear Incarnate (1-4) This Horde forces enemies within a number of KM equal to X to take a -5 penalty to all Willpower tests per Squad remaining. If a single target is affected by multiple versions of Fear Incarnate at once, they ignore all but the most powerful (in squads) version.
Fire Drill (1-3) This Horde adds X Degrees of Success to all ranged attacks it makes.
Overwhelming (1-3) This Horde adds X Degrees of Success to all melee attacks it makes.
Reckless Charge This Horde may, if it sees an enemy unit, double all of its movement distance for this turn, reduce Difficult Terrain Value by 1 and take a +10 bonus when charging. However, whenever it uses this benefit, it loses 1 Magnitude per Squad, and attacks against this Squad take a +10 bonus until the start of their next turn.
Wild Fire This Horde gains an extra degree of success when firing with semi or full auto weapons, but whenever it fires these weapons and misses, it takes 1 Magnitude damage per squad.
Support Traits
Ambushers The Horde is able to hide and move without being detected, given appropriate cover, using the Stealth skill. Attacks against unaware enemies treat the enemies as Surprised. Specialists/Leaders attached to the horde may ignore the Horde Penalty to called attacks.
Evasive This Horde uses its AB to reduce damage in place of TB.
Exemplary Leadership This Horde may possess two Specialists. The two Specialists must be of two different types (two different Weapon Specialists is allowed).
Regenerative (1-2) This Horde regains X amount of Magnitude per turn.
Support(1-4) This Horde grants a +15 Bonus to all tests made by allies within range equal to X. This bonus does not stack.
Terrain Traits
Alpine So long as you're on a Mountain square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you reduce Mountain DTV by 1, you gain a +10 to stealth tests, and increase the Mountain's AP bonus by 1. You gain a +20 to attacks to enemies on Mountain squares and deal +1 damage against them.
Marine So long as you're on a River/Water square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you gain a +10 to stealth tests, and reduce the river's DTV by 2. You gain a +20 to attacks to enemies on river/water squares and deal +1 damage against them.
Ranger So long as you're on a Forest square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you gain a +10 to stealth tests, and increase the forest's AP bonus by 1. You gain a +20 to attacks to enemies on forest squares and deal +1 damage against them.
Siege Rat So long as you're on an Urban square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you gain a +10 to stealth tests, and increase the Urban AP bonus by 2. You gain a +20 to attacks to enemies on Urban squares and deal +1 damage against them.
Example
Dorian's Entourage can have 6 Horde Traits. His Entourage should be a tough, unyielding group with heavy firepower and ambushing abilities:
HORDE TRAITS
Ambushers, Battle-Hardened, Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (2)

-- Back to Top --

Step Seven: Equipment

Equipment defines what types of weapons and armour the Entourage can typically access. Not every Entourage will need access to equipment- for example, an Entourage of Angelspawn can rely on its natural traits. However, most Entourages will need equipment of some form or another.

Entourages define their equipment availability in terms of 'licenses'. Licenses are specific sets of equipment that an Entourage may purchase from a pool of 'Equipment Points'. Every Entourage has access to 6 EP worth of Licenses. Upon purchasing a License, an Entourage may draw any weapon from that list as appropriate.

Licenses also decide what Weapon Specialists a Horde may access. Any weapon listed under the 'Specialist Weapon' column in the License list represents a Weapon Specialist type that has been made available. Note that any other weapons offered may also be chosen as Weapon Specialists.

Entourages only have so many equipment slots. Generally, an Entourage has 1 Primary Weapon, 1 Ranged Sidearm, 1 Melee Sidearm, and 1 Armour Type. Note that by purchasing the right Licenses, Entourages may have access to more than one weapon per slot. This allows them to choose from a selection before deploying, allowing them to tailor their equipment to suit the mission.

LICENSE LIST
Name Primary Weapons Ranged Sidearms Melee Sidearms Specialist Weapons Armour EP Cost
Basic Warfare Package Assault Rifle, Submachine Gun Semiauto Pistol, Surovite Shield Surovite Sword Combat Rifle, Combat Shotgun, Power Gauntlet, Sniper Rifle, Surovite Greatsword. With 'Heavy Package': Heavy Machine Gun. Barzilite Coat, Combat Armour, Carapace Armour FREE
Bolter Package Standard/Commando Bolter Standard/Commando Bolt Pistol - Stalker Bolter. With 'Heavy Package': MP Heavy Bolter - 2 EP
Explosive Package - - - RPG. Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. With 'Heavy Package': Missile Launcher w/Frag Missiles or Anti-Armor Missiles. - 1 EP
Flame Package - - - Assault Flamethrower. With 'Heavy Package': Heavy Assault Flamethrower - 1 EP
Heavy Package - - - Enables Heavy Weapons Specialists. - 1 EP
Guard Package G-Bolter, G-Chainaxe/Sword, G-Positron Rifle, G-Positron Sword G-Bolt Pistol, G-Combat ShieldG-Positron Pistol G-Combat Knife G-Eviscerator, G-Power Gauntlet, G-Prog Knife/Sword, G-RPG, G-Scatter Maser, G-Stalker Bolter, G-Storm Bolter. Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Mines: Anti-Armor, Frag. With 'Heavy Package': G-Heavy Bolter, G-Masercannon, G-Maser Repeater, G-Missile Launcher w/Frag Missiles or Anti-Armor Missiles, G-Positron Cannon. Mk3 Scout Armour, Mk3 Guard Armour 5 EP
Maser Package Maser Carbine, Masgun Maser Pistol - Long Maser, Scatter Maser. With 'Heavy Package': MP Multi-Maser, MP Maser Cannon - 1 EP
Positron Package Positron Rifle, Positron Sword. Positron Pistol - Positron Blaster, Positron Greatsword, Positron Hammer. With 'Heavy Package': MP Positron Cannon. - 2 EP
Positron Specialist Package - - - Positron Blaster, Positron Rifle, Positron Greatsword/Sword, Positron Hammer. With 'Heavy Package': MP Positron Cannon. - 1 EP
Power Armour Package - - - - Fed. Light Power Armour, Fed. Heavy Power Armour, Fed. Shimmer Armour, Stormtrooper Armour, Vanguard Chameleon Armour 1 EP
Progressive Light Package - - Chainaxe/Chainsword/Prog Knife Great Chainaxe/Sword, Magistrate Glaive, Prog Sword. - 1 EP
Progressive Heavy Package Great Chainaxe/Sword, Prog Sword - Chainaxe/Chainsword/Prog Knife Magistrate Glaive - 2 EP
Rail Package Rail Carbine, Railgun Rail Pistol - Rail Precision Rifle. With 'Heavy Package': Rail Minigun, MP Railcannon, MP Rail Autocannon - 1 EP
Pulse Package Commando/Pulse Carbine, Pulse Rifle Pulse Pistol - Magistrate Carbine. With 'Heavy Package': Burst Cannon, MP Pulse Railcannon. - 2 EP
Phantom Package Reaper Blade, Shuriken Rifle Shuriken Pistol Phantom Sword Anathema Blade, Bane Rifle, Spinner Pistol With 'Heavy Package': Dirac Cannon, Hyper Cannon, Shuriken Cannon, Starfire Cannon Phantom Armour 4 EP
Veteran Guard Package G-Power Gauntlet, G-Prog Sword, G-Stalker Bolter - - - Mk3 Exemplar Armour 2 EP
Example
Dorian's Entourage starts with 6 EP, and gains +2 from Trait expenditure. His Entourage's equipment looks like this:
WOUNDS EQUIPMENT LICENSES
12 Bolter Package, Explosive Package, Heavy Package, Maser Package, Positron Specialist Package, Power Armour Package, Prog Light Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
S-Bolter/C-Bolter/Mascarbine/Masgun S-Bolt Pistol/C-Bolt Pistol/Maspistol Chainaxe/Chainsword/Surovite Sword Fed. Light/Heavy Power Armour, Fed. Shimmer Armour

Step Eight: Horde Abilities

Horde Abilities are special actions a Horde can perform, reflecting maneuvers, training and the like. These abilities vary greatly, and can be extremely useful when timed right.

Entourages may select 5 Abilities from the list. Abilities may not be selected twice. Again, Abilities should be sensibly purchased- it makes little sense for an Entourage with maximized WS and low BS to pick up Ranged abilities.

As an important note: abilities from the Grenade Ability list are special. You may purchase two Grenade abilities per ability slot instead of the usual one.

P-SCALE HORDE ABILITY LIST
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Bulwark of Stone Free 1 3 per Battle Use at the start of your round. Until the start of your next turn, you automatically pass any break tests. Furthermore, during your turn, you may for all intents and purposes, except to-hit bonuses, treat your as though you were at full strength.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
Draw Fire Free 1 3 per Battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a single ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Incendiary Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Melee Abilities
Bloody Reverie Free 3 3 per Battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Breakthrough Free 1 3 per Battle You must be mounted. Activate this ability after making a Charge attack (move-attack). You may instantly spend any unused Movement Points to move as normal. Furthermore, before moving you may test Strength opposed by your enemy's Toughness, with you gaining a +10 bonus for every rank of Squad advantage over your enemy (or a flat +20 if they weren't a squad). On a success, you may move through this unit during your Breakthrough move.
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +30 WS in the workings).
Tank Assault 1 Full 3 3 per Battle Make a single melee attack as a full action against a single target. The attack type changes to X, deals +1d10 damage and deals +1 damage and Penetration for every Squad in the Horde remaining. Does not apply to Specialists or Leaders.
Movement Abilities
Blitzkrieg Free 1 3 per Battle Use at the start of your turn. You add your AB twice to your Movement Points this turn. Furthermore, this ability allows you to move, perform an action, then move again, with the second movement using any remaining MP.
Jump Packs Free 1 6 per Battle Use at the start of your turn. You double your MP, and until the end of the turn, you possess the Hoverer (AB) trait. Any melee attacks performed after a Jump Pack move gain +10 to hit, +1 damage and Devastating (1). Jump Pack moves ignore most difficult terrain and in certain circumstances (open spaces etc) can lift you onto higher floors or over enemies.
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly gain 4 MP which you may only use to move away from the attacker.
Ranged Abilities
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Killing Field 1 Full 3 3 Times per Battle You make a single Ranged attack; if your attack is performed with a Semi or Full Auto weapon, then the attack affects all squares adjacent to its target square. This attack counts as a Blast (5) attack on everything it hits, and for every Squad you have, deals +1 Damage and Pen. Enemy horde are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. This does not affect Leaders, but it does effect Specialists.
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).
Support Abilities
Do not go Gentle 1 Full 1 Unlimited Any allied units within 5dm/2km of you gain Unnatural Toughness (+2) this turn. Furthermore, a single allied Horde unit affected by this ability may reduce all Magnitude damage taken by 1 this turn. This ability does not stack with other uses of this ability.
Long Live the Revolution 1 Full 1 Unlimited Any allied units within 5dm/2km of you take a +10 to all WP tests this turn. Any allied unit affected by this ability currently suffering from Fear/Break may make an instant rally test. This ability does not stack with other uses of this ability.
Markerlight 1 Normal 2 Unlimited You select a single enemy within visual range. Then, select a single ally. Any attacks the chosen ally makes against your chosen enemy take a +10 BS bonus until the start of your next turn. In E-Scale, if a single body part is hit with 3 Markerlights in the same turn (from any source), then Called Shot penalties against the location disappear and all Horde attacks against the target hit location.
Orchestrate 1 Full 1 Unlimited You generate a pool of Rerolls equal to your IB. Allies within visual distance may use rerolls freely. Any unspent rerolls vanish permanently by the start of your next turn.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Perception; on a failure, they are stunned for 1 round.
Sing the Songs of Angry Men 1 Full 1 Unlimited Any allied units within 5dm/2km of you take a +10 bonus to all WS and BS tests this turn. Furthermore, a single allied unit affected by this ability may reroll all WS or BS tests this turn once. This ability does not stack with other uses of this ability.
Sustained Assault Free 1 Unlimited Use at the start of your turn. Any attacks you make this round gain a +20 bonus to hit, deal +2 damage, and score one extra hit per 2 DoS, which stacks with all other bonus hit mechanisms. At the end of your turn, you take 20 Magnitude damage, which does not trigger a Break test.
Vigilance Free 3 3 Times per Battle May reroll one failed Awareness test.
Weapons Team Passive 1 Unlimited Horde gains an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

-- Back to Top --

Example
Dorian's Entourage may choose 5 Abilities ordinarily, but thanks to Trait expenditure may choose six. Remembering that you may purchase 2 Grenade Abilities for every 1 ability slot, his Entourage's Abilities look like this:
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a single ranged attack using either the Smoke or Blind Grenade profile.
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Heavy Weapons Team Passive 1 Unlimited Horde gains an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any Heavy weaponry your Specialists may access.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Incendiary Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn.

Step Nine: Specialists

Entourages have full access to all regular Specialists, with their Weapon Specialist loadout being decided by their Equipment Licenses.

Example
Dorian's Entourage has access to all the normal Specialists. The Weapon Specialist has lots of options due to the Weapon Licenses:
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic:** Long Maser, Scatter Maser, Stalker Bolter Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Heavy: Heavy Bolter, Multi-Maser, Mascannon, Missile Launcher (Frag or Anti-Armor). Melee: Great Chainaxe/Sword, Magistrate Glaive, Prog Sword. Mines: Anti-Armor, Frag.)**

Finished Entourage

After this, the Entourage is finished and ready to use. The Entourage template may be found Here.

Example: Dorian's Elite Unit

CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 50 45 45 45 30 40 30 20
SKILLS
Athletics+10, Awareness+10, Dodge+10, Stealth+10, Literacy, Speak Language (English, French)
HORDE TRAITS
Ambushers, Battle-Hardened, Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (2)
TRAITS
Characteristic Increase (WS, BS, Strength, Toughness, Agility), Equipment Increase (+2), Ability Increase (+1)
BASIC COMBAT TALENTS
Armor Master
MELEE TALENTS
Berserk Charge, Swift Attack
RANGED TALENTS
Barrage, Gun Drill (Bolter), Sharpshooter
MENTAL TALENTS
Nerves of Steel, Unshakeable Faith
SPECIALISTS
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (Basic: Long Maser, Scatter Maser, Stalker Bolter Grenades: Anti-Armor, Blind, Flashbang, Frag, Incendiary, Smoke. Heavy: Heavy Bolter, Multi-Maser, Mascannon, Missile Launcher (Frag or Anti-Armor). Melee: Great Chainaxe/Sword, Magistrate Glaive, Prog Sword. Mines: Anti-Armor, Frag.)
WOUNDS EQUIPMENT LICENSES
12 Bolter Package, Explosive Package, Heavy Package, Maser Package, Positron Specialist Package, Power Armour Package, Prog Light Package
PRIMARY WEAPONS RANGED SIDEARMS MELEE SIDEARMS ARMOUR
S-Bolter/C-Bolter/Mascarbine/Masgun S-Bolt Pistol/C-Bolt Pistol/Maspistol Chainaxe/Chainsword/Surovite Sword Fed. Light/Heavy Power Armour, Fed. Shimmer Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a single ranged attack using either the Smoke or Blind Grenade profile.
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Heavy Weapons Team Passive 1 Unlimited Horde gains an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any Heavy weaponry your Specialists may access.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Incendiary Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn.

-- Back to Top --

Appendix

Horde Bonuses

Followers can be assigned a single Horde Specialist Bonus from the usual list. Again, use common sense here.

Entourage Adept Packages

Adept Packages are special alterations that are made to an Entourage that allow it to occupy a special role. These packages mostly do not deal with pure military affairs; often they instead deal with allowing you to make support entourages in a feasible way.

Adept Packages are taken at creation. You select one of the packages below. Adept packages often have special restrictions or deployment outlines. Read carefully. Note that many of these packages allow for the replacement of Specialists. If a Horde has the option to replace its Specialist with more than one option, it only chooses one.

Coordinator Package

This package tailors your Entourage to represent a cadre of close combat specialists.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Coordinator entourage in the 'Coordinator' or 'Weapons Specialist' patterns.

In the Coordinator pattern, every other allied Horde on the field using the Coordinator specialist has their specialist replaced with a Coordinator Specialist that uses your entourage's profile, not the profile of the owning Horde.

In the Weapons Specialist pattern, any other allied Horde on the field using a Weapons Specialist wielding a melee weapon has their specialist replaced with a Weapons Specialist that uses your entourage's profile, not the profile of the owning horde.

Engineer Package

This package tailors your Entourage to represent a cadre of technicians and engineers. Their EP is halved and they may not carry a Primary weapon or melee sidearm, instead they are counted as carrying Toolkits or Combi Tools. Engineer Entourages may use the Tech Use skill as a Normal Action, and may provide assistance to that action by expending one Normal Action per assist.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Engineer entourage in the 'Free' or 'Specialist' pattern.

In the Free pattern, the horde is dissolved and replaced with five independent characters that possess the Entourage's profile. Their wounds are calculated in the normal way (TB*3) and they use the standard 'Engineer' Specialist entry.

In the Specialist pattern, every other allied Horde on the field using the Engineer specialist has their specialist replaced with an Engineer Specialist that uses your entourage's profile, not the profile of the owning Horde.

Medic Package

This package tailors your Entourage to represent a cadre of medics. Their EP is halved and they may not carry a Primary weapon or melee sidearm, instead they are counted as carrying Medikits or Medigloves. Medic Entourages may use the Medicae skill as a Normal Action, and may provide assistance to that action by expending one Normal Action per assist.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Medic entourage in the 'Free' or 'Specialist' pattern.

In the Free pattern, the horde is dissolved and replaced with five independent characters that possess the Entourage's profile. Their wounds are calculated in the normal way (TB*3) and they use the standard 'Medic' Specialist entry.

In the Specialist pattern, every other allied Horde on the field using the Medic specialist has their specialist replaced with a Medic Specialist that uses your entourage's profile, not the profile of the owning Horde.

Pathfinder Package

This package tailors your Entourage to represent a cadre of experienced trackers, scouts and rangers.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Sergeant entourage in the 'Specialist' pattern.

In the Specialist pattern, every other allied Horde on the field using the Pathfinder specialist has their specialist replaced with a Pathfinder Specialist that uses your entourage's profile, not the profile of the owning Horde.

Pilot Package

This package tailors your Entourage to represent a cadre of pilots or crewmen. Their EP is halved and they may not carry a Primary weapon or melee sidearm.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Pilot entourage in the 'Crew' pattern.

In the Crew pattern, the Horde is dissolved. Instead, up to five vehicles may be entirely crewed by independent characters that possess your Entourage's profile. Their wounds are calculated in the normal way (TB*3). They possess no Specialist entry.

If you are deployed on a map with E-Scale combat, and you possess under your command a Superheavy unit that has functional vehicles but no pilots for them (either due to excess machines or wounded pilots), you may fill in vacated units with pilots possessing your Entourage's profile.

Sapper Package

This package tailors your entourage to represent a cadre of veteran anti-fortification experts. Their EP is halved, instead they are counted as carrying Demo or Fusion charges. Sapper Entourages may use the Sapper skill as a Normal Action, and may provide assistance to that action by expending one Normal Action per assist.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Sapper entourage in the 'Free' or 'Specialist' pattern.

In the Free pattern, the horde is dissolved and replaced with five independent characters that possess the Entourage's profile. Their wounds are calculated in the normal way (TB*3) and they use the standard 'Sapper' Specialist entry.

In the Specialist pattern, every other allied Horde on the field using the Sapper specialist has their specialist replaced with a Sapper Specialist that uses your entourage's profile, not the profile of the owning Horde.

Sergeant Package

This package tailors your entourage to represent a cadre of experienced squad leaders. Sergeant Entourages may use the Command skill as a Normal Action, and may provide assistance to that action by expending one Normal Action per assist.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Sergeant entourage in the 'Specialist' pattern.

In the Specialist pattern, every other allied Horde on the field using the Sergeant specialist has their specialist replaced with a Sergeant Specialist that uses your entourage's profile, not the profile of the owning Horde.

Spotter Package

This package tailors your entourage to represent a cadre of technical officers trained to enhance a unit's ranged combat abilities.

Instead of deploying as a horde, on any mission in which you take part, you may choose to deploy the Spotter entourage in the 'Spotter' or 'Weapons Specialist' pattern.

In the Specialist pattern, every other allied Horde on the field using the Spotter specialist has their specialist replaced with a Spotter Specialist that uses your entourage's profile, not the profile of the owning Horde.

In the Weapons Specialist pattern, any other allied Horde on the field using a Weapons Specialist wielding a melee weapon has their specialist replaced with a Weapons Specialist that uses your entourage's profile, not the profile of the owning horde.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License