Formations List

Formations Overview

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

There are five components to using Formations: Commanders, Squads, Squad Leaders, the Formation Deck, and the Formation itself.

Commanders

  • At the start of each mission, one character is designated as the Commander of all Independent Characters for that side. All ICs under the Commander's command thus form a 'Squad'. The Commander is the one who selects the Formations and primarily activates them. If the Commander is unable to communicate with the Squad, or is stunned, incapacitated, dead or otherwise invalid, then they may not declare any Formations, and any Formations they are currently sustaining immediately end. This does not prevent the Squad Leader from declaring Formations.

Squads

  • A Squad consists of all the Independent Characters under a Commander's command, and must be at least 2 members strong to be eligible for Formations. When a Formation is activated, it affects all of the members of the Squad. All Squads designate a single character to be the Squad Leader. Unless otherwise specified, Squad members who are stunned, unconscious, incapacitated, dead or unable to communicate with the rest of the Squad do not benefit from Formations until they are able to remedy the situation.

Squad Leader

  • The Squad Leader is considered to be the field leader of the Squad. The Squad Leader may activate certain Formations, but they often pay a steeper cost in Actions to do so. When a Formation is activated, the Squad Leader is considered to be the focal point for all intents and purposes. If the Squad Leader is stunned, unconscious or defeated, then Formations require the Commander to pass a Tactics-40 test first.

Formation Deck

  • Before each battle, the Commander forms a 'Formation Deck' by filling a number of slots equal to their IB with Formations. Whenever a Commander activates a Formation, the slot is expended and may not be used again. Thus if the Commander wishes to use a Formation twice, they must take the Formation in two slots. Note that sustaining a Formation does not require any extra slots or such.
  • Expended slots can be regained in a number of ways. Note that a regained slot still only possesses the Formation it originally had.
    • The Commander spents a Fate Point.
    • The Squad achieves a Turning Point.
    • The Commander passes a Lore (Tactics) test as a Full Action, with a -5 penalty per Squad Member.
    • Some Formations have their mechanisms for regaining their use.

Formations

  • Formations are the meat of the system, dictating what the Squad does, how much it costs in actions, how much it costs in actions to sustain and any special effects or restrictions. Formations have the following fields:
    • Action. This lists what action the Commander must expend to activate the Formation, eg. Full, Half, Reaction.
    • SL Action. This lists what action the Squad Leader must expend to activate the Formation, eg. Full, Half, Reaction. If this field is left blank then the Squad Leader may not activate the Formation; it is Commander exclusive, and the Squad Leader may not expend actions to sustain the Formation either.
    • Sustain Action: This lists what action the Commander or Squad Leader must expend to maintain the Formation's effects past the round on which it was activated, eg. Full, Half, Reaction. If this field is left blank then the Formation has no effect beyond the instant effect.
    • Restrictions. This lists any restrictions to the Formation that might disbar it from being used. For example, a Formation might require that one of the Squad members possesses a certain talent.
    • Effect. This lists the exact effect the Formation has on the Squad. Note that Formations modify actions, so it is important to understand what they 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 SL Action Sustain Action Restrictions
School of the Assault
Flank Assault Half Full Half -
Hammer and Anvil Half Full - -
Tooth and Nail Half Full - -
School of Defense
Hold Ground Half Full Half -
Soak Fire Reaction Reaction - -
Tactical Spacing Full Full Half Pointman in Squad
School of Firepower
Fireteam Half Full Half -
Tank Buster Half Full - Sniper in Squad
Strongpoint Full - Half -
School of Maneuver
Careful Advance Half Half Half -
Regroup Half Half Half -
Scatter Reaction Reaction - -
School of Psychology
Enflame Elan Half Full Half -
Rally Reaction Reaction - -
Shock and Awe Half Full Half -

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School of the Assault

Action Half Sustain Action Half
SL Action Full Restrictions -
Effect
The Squad gains Ganging Up bonuses against Hordes, and increases the bonus by +20 against Independent Characters; this applies even if they possess Combat Master. Finally, Charge attacks that benefit from the Ganging Up attack bonus now are only Half Actions and may reroll any damage die and take the preferred result.
Special Effects
If Hammer and Anvil is activated whilst the Squad is benefitting from Flank Assault, then at that time, the Commander may pass a Lore (Tactics)-30 test; on a success, they regain the slot they spent to activate Flank Assault.

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School of Defense

Action Half Sustain Action Half
SL Action Full Restrictions -
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 Range, 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.
Special Effects

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School of Firepower

Action Half Sustain Action Half
SL Action Full Restrictions -
Effect
The Squad's ranged weapons gain the Rapid Fire Quality; furthermore, they ignore any attack test penalties stemming from using the Burst action. Each Squad member may, once per round, after performing a Movement-type action during their turn, make a ranged attack on any setting.
Special Effects

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School of Maneuver

Action Half Sustain Action Half
SL Action Half Restrictions -
Effect
The Squad reduces the DTV of all terrain by 3, and may use the Tactical Advance action as a Half Action. When using the Tactical Advance action, any delayed or Overwatch attack against them take a -20 penalty.
Special Effects

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School of Psychology

Action Half Sustain Action Half
SL Action Full Restrictions -
Effect
For each member of the Squad within 3km of the Squad Leader, all Squad members gain +5 to Willpower tests.
Special Effects

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