Formations List

Formations

Formations are a powerful system by which a squad of independent characters can work together to produce results they could never do by themselves.

Squads and Squad Mode

Squads
All Independent Characters are part of a squad. Sometimes these squads fluctuate (such as with Evangelions) but sometimes they are a permanent fixture: every Superheavy squad is a permanent squad. Regardless, before every battle, nearly all Independent Characters are sorted into Squads.
One of these Independent Characters is a Squad Leader. Squad Leaders act as the fixture of the Squad, and determine many of its qualities, explained below. In non-permanent Squads, Squad Leaders are chosen before the battle and must have the Team Leader asset.
Furthermore, Squads are also usually tied to an Operations Director, who may or may not be a member of the Squad.
Independent Characters are, at all times, either in Solo Mode or Squad Mode. By default, an Independent Character is in Solo Mode.
Squad Mode
Squad Mode represents an Independent Character consciously working with their teammates, moving into formation and preparing themselves to act. An Independent Character may not benefit from Formations unless they are in Squad Mode.
To enter Squad Mode, an Independent Character fulfill three criteria: they must be within Formation Range; the Squad must have at least 1 point of Cohesion; and the Independent Character must have the appropriate actions.
Formation Range is equal to the Squad Leader's Fellowship Bonus or Intelligence Bonus in km.
Should the Independent Character be in Formation Range, and the Squad have at least 1 point of Cohesion, then they may enter Squad Mode as a Full Action. Otherwise, they may make a Cohesion Test. Cohesion Tests are explained in the 'Cohesion' section.
Once in Squad Mode, an Independent Character will now benefit from any Formations used. Squad Leaders do not have to enter Squad Mode, but enter Squad Mode automatically once at least one other member links to them.
Leaving Squad Mode
An Independent Character leaves Squad Mode in one of the following ways:
They voluntarily choose to end Squad Mode. This is a Free Action.
If, at the end of the round, they are not within Formation Range.
If they are Stunned, knocked unconscious, rendered Helpless, cannot see the Squad Leader, or are killed.
If, at the end of the round, the Squad's Cohesion is at 0.
Squad Leaders
Squad Leaders help determine Cohesion and may activate any Formations they know.
If Squad Leaders are Stunned, knocked unconscious, rendered Helpless or killed, then Squad Mode immediately ends for the entire Squad.
If a Squad Leader is permanently disabled or killed, then another member of the Squad may take over by making a Command Test on their turn as a Free Action. On a success, they become Squad Leader for the rest of the battle.
Commanders
Squads are often tied to a Commander who can use OD assets and other traits to assist the Squad.
Commanders help determine Cohesion and may activate any Formations they know.
Commanders are not necessarily considered part of the Squad, however, and so do not need to be in Squad Mode to activate a Formation.
If a Commander is stunned, knocked unconscious, rendered helpless, unable to see the Squad Leader or killed, then they may not activate any of the Commander's Formations. Squad Mode, however, is unaffected.
Sometimes a Commander may also be a Squad Leader, in which case they play both roles with all the benefits and drawbacks that entails.

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Cohesion

Cohesion
All Squads possess a Cohesion pool. Cohesion is used for Cohesion Tests and can be expended to activate formations. Cohesion represents the Squad's discipline, elan and esprit de corps.
A Squad's Cohesion is generated by adding the Squad Leader's FB or IB to the FB or IB of the Squad's Commander. If the Commander is also the Squad Leader, then it is their FB*2 or IB*2 instead. Some talents can also improve Cohesion.
Cohesion is primarily used in two ways: as part of Cohesion Tests and to power Formations.
Cohesion Tests are made by rolling a 1d10 and comparing the result to Cohesion. If the result is equal to or lower than Cohesion, the test passes.
Formations all have a Cohesion cost. On activating the Formation, you reduce the Cohesion by that amount.
Sustained Formations only pay the Cohesion cost once.
Damaging and Restoring Cohesion
Cohesion can also be damaged or restored over the course of a battle.
Cohesion is reduced by 1 if a member of the Squad in Squad Mode takes 10 or more damage from the following attacks: a Basic Accurate attack, a Blast attack, or a Devastating attack. This reduction can be avoided if the Squad Leader passes a Command-30 test as a Free Action. Regardless, Cohesion may not be damaged more than once per round.
Cohesion is restored by 1 if a member of the Squad in Squad Mode spends a Fate Point to add a point of Cohesion; if the Squad plays a strong role in securing a Turning Point; or if the Squad Leader or Commander pass a Command or SL (Tactics) test as a Full Action.

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Mechanics of a Formation

Basic Details
Every Formation has the following fields: an Action Cost, a Cohesion Cost, Sustain Cost, any extra restrictions, and finally an effect.
Action Cost refers to which Action the one declaring the Formation must expend to activate the Formation. Usually, it is a Full, Half or Reaction.
Cohesion Cost refers to how much Cohesion must be expended to activate the Formation.
Sustain Cost refers to which Action the one declaring the Formation must expend to sustain the Formation. If the Formation is not one which is sustained, this entry will be blank.
Extra Restrictions refers to special parameters which must be met before a Formation can be used. For example, it might require the Formation to be in cover.
Effect refers to the specific effects the Formation puts in place.
Formation Effect Details
Formations modify actions, so it is important to determine what exactly Formations can and cannot do.
Any actions a Formation grants are still (unless specified) limited by only being able to perform one Attack and one Concentration action per turn. So even if a Formation lets you attack as a Free Action, you may not use any of your Full Actions to perform an attack. If a Formation lets you attack as a Reaction, however, that's fine; reactions are not considered to be on your 'turn'.

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Formation List

Name Action Cost Cohesion Cost Sustain Cost Extra Restrictions XP Cost
Offensive Formations
Assault Coordination Half 3 Half - 300
Fire and Advance Half 3 Half - 300
Fire for Effect Half 3 Half - 400
Monstrous Charge Half 4 - - 300
Reckless Advantage Half 4 - Squad Leader Only 400
Tank Buster Half 4 - Sniper in Squad 400
Defensive Formations
Enflame Elan Reaction 4 - - 300
Get Down Reaction 1 - - 200
Hold Ground Full 4 Half - 400
Soak Fire Reaction 3 - - 300
Tactical Spacing Half 3 Half Pointman in Squad 300
Tooth and Nail Full 4 Half - 400
Support Formations
Bounding Advance Half 3 Free - 300
Cautious Retreat Reaction 2 - - 200
Emergency Care Full 4 Half One Member has the Talent 'Healing Hands' 300
Lead by Example Full 4 Free Squad Leader Only 400
Measured Response Full 3 Half - 300
Rally Squad Full 0 - Squad Leader Only; Once per Mission 400
Regroup Full 4 - - 300
Strongpoint Full 4 Half - 400
Tactical Reassessment Half 2 Free - 300
Vehicle Team Full 4 Free One Member has the Talent 'Hotshot Pilot' 300

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Offensive Formations

Assault Coordination

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half -
Effect
The Squad now gains Gangup bonuses against Hordes as though the Horde were an independent character. Furthermore, you now earn Gangup Bonuses against characters with Combat Master.

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Fire and Advance

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half -
Effect
The Squad may make a Standard Attack with a ranged weapon as a free action immediately after making a Movement action on their turn.

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Fire for Effect

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half -
Effect
The Squad's ranged weapons all gain the Rapid Fire Quality. Weapons already possessing the Rapid Fire Quality now ignore the Burst to-hit Penalty.

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Monstrous Charge

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 - -
Effect
Until the start of the declarer's next turn, the Squad may make Charge actions as a Half Action, and may reroll damage rolls made as part of a charge attack and take the preferred result.

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Reckless Advantage

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 4 - Squad Leader Only
Effect
Until the start of the declarer's next turn, the Squad gains +10 to WS and the Unnatural Strength and Agility (+2) traits.

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Tank Buster

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 4 - Sniper Career character in squad
Effect
Select one Squad member with a Heavy Weapon to perform a Tank Buster attack on a single target. The Squad Member may instantly make a free Half Move action and may attack the selected target. For every member of the Squad within Medium Range (60dm/6km) of the target, the target takes a -5 penalty to dodge ranged attacks from the Tank Buster. The Tank Buster's attack also gains the Proven (+Allies Sharing Squad Mode) Quality.

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Defensive Formations

Enflame Elan

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Reaction 4 - -
Effect
Whenever one or more members in Squad Mode must make a test against Fear or Pinning, each member may instead make an individual Cohesion Test first; on a pass, they automatically succeed on the ensuing result. Every Cohesion Test made as part of this Formation past the first takes a stacking -1 penalty to Cohesion per test. (So the 3rd individual to make the test would take a -2 penalty).

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Get Down

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Reaction 1 - -
Effect
All members of the Squad gain an extra Reaction, which may be spent only to activate the 'Dive for Cover' action.

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Hold Ground

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Half -
Effect
Squad Members in cover are treated as being one distance bracket farther away than they really are for the purposes of to-hit bonuses (Point Blank becomes Short Distance, Short becomes Normal, Normal becomes Long, Long becomes Extended). Furthermore they reduce the DTV of that cover by 2; if this would make it 0 or lower then the cover does not count as Difficult Terrain for the Squad.

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Soak Fire

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Reaction 3 - -
Effect
If a Squad Member is attacked by a Burst or Flurry attack, then you may activate this Formation. Any extra attacks dealt to the member past the first may be freely allocated to any other appropriate Squad Members.

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Tactical Spacing

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half Pointman in Squad
Effect
Choose a single Pointman in Squad Mode. Attacks aimed at other members in Squad Mode besides the Pointman take a -30 penalty to hit, and the Pointman gains an extra Reaction which may be spent only to Guardian, Sacrifice or Protect.

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Tooth and Nail

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Half -
Effect
The Squad gains a +10 bonus to parry or dodge Melee attacks. Whenever a Squad Member successfully parries or dodges a melee attack, they may make a single Counter Attack action, even if they do not have the talent. If they do have the talent, then they may make the attack without the customary -20 penalty.

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Support Formations

Bounding Advance

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Free -
Effect
All Squad Members may make Tactical Advances as a Half Action. Furthermore, they take a +20 bonus to Pinning tests, and Overwatch attacks against members of this Squad take a -20 penalty to hit.

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Cautious Retreat

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Reaction 2 - -
Effect
All Squad Members break Pinning and gain a Full Action, which may only be spent on movement actions. This movement may not take members closer to enemy units than they already are.

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Emergency Care

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Half One member has 'Healing Hands' Talent
Effect
Designate one member of the Squad who has the Healing Hands talent as the 'medic'. So long as the Formation is sustained, the members of the Squad are treated as possessing basic training in the Medicae skill. They may also 'assist' the Medic with Medicae tests.

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Lead By Example

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Free Squad Leader Only
Effect
Squad Members may reroll a single test each per round. Furthermore, once per turn you may bestow FB/2 DoS on a single Squad member.

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Measured Response

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 3 Half -
Effect
Squad Members may now use Delay as a Full Action; if they do so, they may perform a Full Action or two Half Actions with their delayed action as normal. They also gain a +20 bonus to Opposed Agility tests if their delays would occur at the same time as another's action.

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Rally Squad

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 0 - Squad Leader Only; Once per Mission
Effect
The Squad instantly regains Cohesion equal to the Squad Leader's FB.

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Regroup

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 - -
Effect
Squad Members may make an instant Half Move, Full Move or Disengage as a Free Action. As part of their free action they may also make a Full Action Reload, or ready different weapons.

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Strongpoint

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Half -
Effect
One member of the Squad is declared to be the Strongpoint. The Strongpoint may mark a single target as a Free Action during his turn. The rest of the Squad gains a +20 bonus to WS and BS tests against the target and any damage rolls against the marked target may be rerolled with the preferred result being taken. The Squad may also make Standard Attacks against the marked target as a Reaction. Targets remain marked until Strongpoint ends or the Strongpoint marks a different target. If Strongpoints move from their location, the Formation immediately ends.

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Tactical Reassessment

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 2 Free -
Effect
Members of the Squad may reverse a movement action they have just made immediately after making it. The movement may not be an attack action such as a charge. So long as the movement was voluntary, they return to their original location as though they had moved there normally. If the location is invalid such as being destroyed or occupied they move as close to it as possible.

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Vehicle Team

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Full 4 Free One member has the "Hotshot Pilot" Talent
Effect
Members of the Squad that are either operating vehicles or a part of a vehicle gain an extra Half Action per round, which may only be used for vehicle actions. This doesn't apply to operating Superheavies.

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