Horde Rules

Horde Base Mechanics

Horde Composition
All Hordes are organised into between one to five Squads. Squads represent the Horde's overall strength- the more Squads, the stronger the Horde. Every Horde has at least one Squad, and no Horde can have more than five Squads.
Every turn, a Horde gains a number of actions equal to the number of Squads it has remaining in its profile. It may use these Actions as it likes, within certain limits, outlined in the "Horde Actions" section.
Every Squad begins with 20 Magnitude. Thus, a Horde with 5 Squads will begin with a total of 100 Magnitude, a Horde with 3 will begin with a total of 60, so on and so forth.
When a Horde is damaged, the Magnitude is subtracted from the fifth squad first; once the fifth Squad is destroyed, damage is then allocated to the fourth, then the third, then so on.
Magnitude
Even though Hordes represent a number of enemies in the dozens or hundreds, they act as one unit and possess a single unified trait that measures their size: Magnitude.
Magnitude replaces Wounds for Hordes, and represents the size of the Horde in an abstract fashion. One point of magnitude does not equal one soldier or spawn; it could represent dozens of soldiers, or three or four weapon specialists, or so on.
Hordes lose Magnitude in a different way to Wounds, however. These rules are specified below.
AT Fields
Every Squad in a Horde contributes a number of ATS towards a total. This number does not need to be whole, and if the final result is not a whole number, is rounded down. Thus, in a three Squad Horde where Squads contribute 1.5 ATS per Squad, the total (4.5 ATS) is rounded down to 4.
Movement and Movement Points
At the start of every turn, a Horde gains a number of Movement Points (MP). The amount of MP it gains is equal to its Agility Bonus, unless the Horde has a special movement trait, such as Amphibious, Aquatic, Flyer or Hoverer which is higher, in which case it gains a number of MP equal to that trait instead when moving in that fashion.
A Horde may spend a Movement Point to move 1 square of distance on most surfaces. However, difficult terrain is different.
Difficult Terrain is noted as having a Difficult Terrain Value. This is recorded as a number (1, 2, 3). Hordes must expend a number of Movement Points equal to the Difficult Terrain Value to move onto that square. If they do not have enough Movement Points, they may not move onto that square.
If a Horde is in close combat with another enemy- another Horde or a character- moving without using the Disengage Action will provoke an attack of opportunity. In the case of Hordes, they make a melee attack as normal, but do not benefit from Swift or Lightning bonuses.
If a Horde moves faster than its AB for any reason- Rapid Movement, etc- it counts as 'running' for the purposes of talents such as Hard Target.
A Horde may move, then perform an action, or it may perform an action then move. It may not move, attack, then spend the rest of its MP to move again during a single round.

Actions

Normal Actions

Hordes gain one Normal Action per Squad, which may be used to perform one of the actions listed below.

Action Name Effect
Entangle The Horde tries to lock down a single enemy unit in melee. The target must test Agility, -5 per Squad remaining, if attempting to move or dodge whilst in melee range of the Horde. On a failure, the action is cancelled. Multiple uses of Entangle do not stack. This effect persists until the target moves out of melee range.
Firefight The Horde tries to remove the fire from an adjacent square. They make an Agility-10 test; on a success the fire is removed.
Use a Normal Action Ability If the Horde possesses an Ability that may be used as a Normal Action, then they may activate it as many times as they have Normal Actions available.
Use a Half/Reaction AT Field Power The Horde uses an AT Field Power that counts as a Half/Reaction if possible.

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Full Actions

Hordes may also use Full Actions. Unlike normal Horde Actions, these Actions require Hordes to spend every action they possess in a turn to use.

Action Name Effect
Aim The Horde aims. On the next round, all attacks made by the Horde take a +20 bonus to hit.
Disengage The Horde disengages from melee combat. It may now spend its Movement Points without triggering attacks of opportunity. The Horde may test Acrobatics to regain a number of Squad Actions equal to 1 per 2 DoS on the test.
Extinguish Self If the Horde is on fire, then it extinguishes itself.
Prone/Stand The Horde lowers itself to the ground or rises from Prone.
Rapid Movement The Horde doubles its MP this round. If the Horde has already moved, it may move again.
Suppress The Horde lays down heavy fire, doing little damage but forcing enemies into cover. All enemies on a single square within ranged weapons range must test against Pinning, taking a -5 penalty per Squad remaining in the Horde.
Swap The Horde swaps with another Horde adjacent to itself.
Use a Full AT Field Power The Horde uses a Full Action AT Field power is possible. This action must be used to change Spread Patterns as well.

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Horde Morale

Breaking and Reforming Hordes

Hordes do not need to always be completely wiped out. As a Horde takes damage, its will to fight weakens; after enough stress the horde will break and flee. Below are instructions for breaking the morale of a Horde.
Breaking Horde Rules
Hordes that take 20 Magnitude damage or more in a single turn must make a Willpower test at the start of its next turn, it must take a Willpower test at the start of its next turn. If it passes, it may continue to act; if it fails the Horde breaks and flees as quickly as possible. It may flee away from its attacker, or it may try to retreat to a predetermined rally point depending, or simply whichever path leads away from combat. Hordes with nowhere to flee to will either surrender, or will suddenly attack their foes for as long as it takes to form an escape route.
Hordes who take multiples of 20 Magnitude damage incur another Willpower test per 20 damage. So a Horde that takes 40 Magnitude damage in a single turn must test Willpower twice at the start of its turn.
Hordes that have lost 2 or more squads suffer a -10 to all WP tests.
Hordes automatically break if they have lost 3 or more Squads, and may not be reformed.
Fearless Hordes never Break; they must be completely broken.
Hordes do not take Fear or Break tests vs. the 'Fear' trait. If they encounter the Fear trait they instead take a -5 penalty to all tests per point of Fear.
Hordes that Break in melee combat trigger attacks of opportunity as they flee.
Reforming Broken Hordes
A Broken Horde will in most circumstances, try to retreat off the map and be removed from play, but this is not necessary. Many factors, such as a lull in the fighting, the presence of allies, or a commanding presence can rally a broken squad, pushing them back into the fight. Below are the instructions for reforming broken Hordes.
Hordes who are out of sight of the enemy may test WP automatically at the start of their turn to Reform.
Hordes who can see more unbroken allied Hordes than enemy ones may test WP automatically at the start of their turn to Reform.
Hordes with a Leader embedded in the unit may test WP automatically at the start of their turn to Reform.
A character with the Command skill may test Command as a Full Action. On a success, a number of broken Hordes within LoS equal to the number of degrees of success may immediately test WP to reform.

Battlefield Morale System

Hordes are subject to the 'Battlefield Morale System', which simulates the momentum of the battle and the spirit and cohesiveness of the soldiers.
Battlefield Morale System
Every side has a Morale Number, from -10 to +10.
If the number is positive, then all Hordes on that side take a bonus to all Willpower tests equal to the number multiplied by 5. So a Morale number of +5 will grant every Horde a +25 bonus to Willpower Tests.
If the number is negative, then all Hordes on that side take a penalty to all Willpower tests equal to the number multiplied by 5. So a Morale number of -5 will grant every Horde a -25 penalty to Willpower Tests.
Starting Morale is equal to the Supreme Commanders' Fellowship or Willpower Bonuses. It may also be modified by events, special circumstances or traits.
The Morale Number may increase or decrease over the course of the battle.

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Negative Morale Events

The Morale Number can drop over the course of the battle due to events as follows:

Event Effect
If a Horde breaks or is destroyed. Note that a Horde may only trigger this once; a Horde that breaks, then reforms, then breaks again does not trigger it again; nor does destroying a broken Horde trigger it. -1 Morale
If an Army is routed, i.e. the entire force has suffered as above. -1 Morale
If an Evangelion or equivalent is destroyed or driven off. -1 Morale
If an entire squad of D-Titans or equivalent is destroyed or driven off. -1 Morale
If the Supreme Commander is incapacitated. -2 Morale

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Positive Morale Events

The Morale Number can rise over the course of the battle due to events as follows:

Event Effect
If an enemy Army is routed, ie. the entire force has either broken or been destroyed. +1 Morale
If an enemy Evangelion or equivalent is destroyed or driven off. +1 Morale
If an army of reinforcements arrives. +1 Morale
If the enemy Supreme Commander is incapacitated. +2 Morale
If the Supreme Commander makes a Full Action Fellowship test, applying the Morale Number to the test only if it is negative. Note that Morale may not be increased above the Supreme Commander's Fellowship/Willpower Bonus (plus any other mods from that SupCom). +1 Morale

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Horde Combat

Line of Sight
Hordes, unlike normal units, count as blocking Line of Sight, both to allies and enemies.
Small Hordes only block Line of Sight to other Small Hordes.
Flying Hordes Do not block Line of Sight.
Objects at least two size categories larger than the Horde ignore the Horde for the purposes of Line of Sight; for example, a Normal-sized horde will block line of sight to a Hulking-sized vehicle or character, but an Enormous-sized vehicle or character is visible and may be targeted as usual.
Prone Hordes do not block Line of Sight.
Damaging Hordes
Attacks dealt against Hordes resolve in mostly the same way, with a few differences.
The primary rule: as per usual, attacks begin with an attack roll being made; should it hit and should the attack do damage after TB and AP, the enemy's Magnitude is reduced by 1, no matter how high the damage. Because of this, slow, heavy-damage weapons (Heavy Railguns for example) are of little use when fending off a Horde; they're more useful for taking down proper Angels or Evangelions. However, weapons with high rates of fire benefit greatly.
Below is a list of rules pertaining to the various modifiers that are applied when attacking Hordes. Note that the bonuses below stack as appropriate.
Rules for Damaging Hordes
Scatter, Semi and Full-auto Weapons fired at a Horde roll damage once; if the damage is not enough, none of the hits have an effect. Every extra hit gained with a semi or full auto weapon is allocated against the same Horde and may not be allocated elsewhere. So a Full Auto attack that scores 5 extra hits will deal 6 hits total to a Horde, reducing its Magnitude by 6.
Explosive damage attacks gain a single extra hit per attack roll. So a Full Auto with an Explosive weapon that scores 4 hits will deal 5 total.
Blast quality attacks deal a number of extra hits equal to the size of its Blast quality; a weapon with Blast (5) will deal 6 hits total.
Line quality attacks deal an extra hit per two degrees of success, to a max of 5. So an attack with the Line Quality that scores 5 hits will deal 6 total.
Cone quality attacks deal a number of hits equal to a quarter of the max range, rounded up, plus an extra 1d5. So a cone attack with 40m range will deal 1d5+10 Magnitude total.
Tearing, Prog and Hy-Prog quality attacks gain a single extra hit per attack roll. So a Full Auto with a Tearing weapon that scores 4 hits will deal 5 total.
Melee attacks score an extra hit for every two degrees of success. So a Melee attack that rolls 6 degrees of success will score a total of 4 attacks (1+3 extra).
Hordes do not use Locations. They thus only have a single dominant AP quality that all damage is rolled against.
Hordes may not evade with Parries or Dodges, but they may deflect.
Hordes may be pinned as normal, with the entire Horde making a single WP test. On a failure, they are Pinned and may only take a single normal or full action regardless of the number of Squads. However, they take a +5 bonus to their WP test for every Squad in the Horde.
The Stun, Takedown and Knockdown actions apply to a Horde as normal with the entire Horde making a single WP test. On a failure, they suffer the usual consequences. However, the initial test by the attacker to Stun, Takedown or Knockdown a Horde takes a -5 penalty for every Squad in the Horde and does not gain the Magnitude To-Hit bonus (see below).
Every Squad provides a +10 bonus to-hit modifier to attacks against the Horde. So a Horde made up of 5 Squads confers a +50 to-hit bonus to attacks made against it.
Broken Hordes provide a +20 bonus to-hit modifier to attacks against the Horde.
Horde Attacks
Horde attacks work differently. Below details how Horde attacks work in the context of melee and ranged attacks.
Melee Attacks
Hordes may perform a Melee Attack by expending all of its actions to use the Melee Attack Full Action.
The Horde makes a Melee Attack against a single target. It uses the damage profile of (one of) its melee weapons.
The Horde rolls WS once, gaining a +5 bonus to hit per Squad in the Horde, and generate one extra hit per Degree of Success Horde attacks may be dodged or parried as normal.
Hordes dual-wielding melee weapons may freely choose which weapon to use in melee. They also gain +2 damage and increase their melee attack DoS by 2.
The Swift Attack talent grants Hordes +1 damage per 2 Degrees of Success up to their WSB. This benefit only applies if the Horde has not yet moved.
The Lightning Attack talent grants Hordes +1 damage per Degree of Success up to their WSB. Does not stack with Swift Attack. This benefit only applies if the Horde has not yet moved.
Hordes who moved into Melee Range before performing their attack treat their attack as a charge for all intents and purposes such as bonuses or Hard Target.
Hordes do not benefit from Ganging Up.
Hordes gain a single Attack of Opportunity against targets who move out of melee combat without disengaging. These attacks do not benefit from Swift or Lightning Attack.
Extra hits against Independent Characters are instead rolled into the single damage roll, dealing +1 damage per hit.
Extra hits against Vehicles are ineffective and are not counted.
Ranged Attacks
Hordes may perform a Ranged Attack by expending all of its actions to use the Ranged Attack Full Action.
The Horde makes a Ranged Attack against a single target. It uses the damage profile of (one of) its ranged weapons.
The Horde rolls BS once, gaining a +5 bonus to hit per Squad in the Horde, and generate one extra hit per Degree of Success Hits may be dodged as normal.
Scatter Attacks work as usual, but swap extra hits with +1 damage per 2 Degrees of Success.
Burst Attacks swap extra hits with +1 damage, up to their Semi/Full maximum.
Extra hits against Independent Characters are instead rolled into the single damage roll, dealing +1 damage per hit.
Extra hits against Vehicles are ineffective and are not counted.
Horde vs. Horde Attacks
Horde attacks against other Hordes resolve using the rules from "Damaging Hordes" and "Attacking Hordes" as per usual. Hordes benefit from extra hits (such as from DoS or Explosive attacks) as normal.
Special Damage
Fire. Hordes can be set on fire in the usual ways- being struck by fire attacks or being in or adjacent to a square that is on fire. (On Strategic Maps, they have to be sharing a square with a fire to catch aflame). Hordes that are on fire take 1d10 Magnitude damage a turn, and suffer a -20 penalty to Willpower tests. As a Full Action, they may put themselves out automatically.
Falling Damage. Hordes who fall roll Falling Damage as normal. However, if the damage is sufficient to pass, then they lose 1d5 Magnitude per Squad. They must then test Toughness or Willpower; on a failure, they are stunned for one round.
Insanity and Ego. Whenever a Horde takes Ego or Insanity damage, they lose a number of magnitude equal to the amount of damage taken. If the amount taken is greater than their Willpower Bonus, the Horde tests Willpower. On a failure, it is stunned for a round.

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Horde Traits

All Hordes can possess Horde Traits. These Traits change how the Horde acts, giving it special bonuses or behaviours. Traits are listed below.
Horde Trait Name Effect
Design Traits
Capital Ship The Horde is a Capital Ship. Capital Ships take damage like an Independent Character, meaning that you roll damage per hit against them separately and Horde attacks against them follow the rules as though they were attacking any other Independent Character (they have 100 Wounds instead of Magnitude) but still possess 1 'Squad' per 20 Wounds. They are immune to pinning or entangling. Independent Character attacks against Capital Ships always take a +50 size bonus to hit. Capital ships ignore Fire effects, simply taking 1 Mag damage per turn instead. Capital Ship Specialists have TB*4 wounds.
Control Point This Horde is a Control Point. Control Points do not have any Magnitude, cannot be commanded, cannot move, cannot attack or be attacked and do not take any actions. Their role is entirely passive. Control Points act as rally points for the controlling side; any horde which breaks will flee to the nearest Control Point, unless that Control Point is contested (has an enemy unit within 2km of it). The turn after arriving at a Control Point, a broken horde will make a rally test with a +30 bonus. If the horde fails the test, it will move to the next nearest Control Point instead, away from the enemy. If a horde has consistently failed to rally and the closest Control Point other than the one it is currently at would involve going towards the enemy, then it will retreat off the map instead. Control Points can be captured by Hordes by moving adjacent to it and expending a Full Action. This automatically captures the Control Point, but it can only be done so long as there are no enemy Hordes inside or adjacent to the Control Point.
Fortress This Horde is a Fortress. Fortresses take damage like an Independent Character, meaning that you roll damage per hit against them separately and Horde attacks against them follow the rules as though they were attacking any other Independent Character (they have 100 Wounds instead of Magnitude) but still possess 1 'Squad' per 20 Wounds. They are immune to pinning or entangling. Independent Character attacks against Fortresses always take a +50 size bonus to hit. Fortresses cannot move, and cannot be Broken. Fortress AP is treated like Cover AP, and thus depletes (as well as being ignored by AoE attacks). However, if a Fortress is positioned on a spot with a natural Cover Bonus, then it adds that Cover Bonus amount to its natural AP. Units positioned inside a Fortress may treat its AP as Cover, and apply half the cover value against Melee attacks. Finally, Fortresses without any allied units inside them can be 'captured'. An enemy Horde (must be a Horde) tests Opposed Strength vs. Toughness as a Full Action against the Fortress. If the Horde is successful, the Fortress loses 20 Magnitude and changes hands. Fortress Specialists have TB*4 wounds.
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.
Small E-Scale only. This Horde is made up of tiny vehicles. Its Entangle and Suppress actions do not have any effect on any target that does not also possess the Small trait. Leaders may not be attached to Small Hordes; only ODs can lead these Hordes.
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 (X) 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 (X) 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 (X) 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 (X) This Horde adds X Degrees of Success to all ranged attacks it makes.
Overwhelming (X) 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 (X) This Horde regains X amount of Magnitude per turn.
Support(X) 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 Rough square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you reduce Rough DTV by 1, you gain a +10 to stealth tests, and increase the Rough AP bonus by 1. You gain a +20 to attacks to enemies on Rough squares and deal +1 damage against them.
Marine So long as you're on a Water or Shallows 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 Water or Shallows' DTV by 2. You gain a +20 to attacks to enemies on Water/Shallows 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.

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Specialists

All Hordes can possess a single Specialist. Specialists are special characters that may be attached to Hordes to confer bonuses. Unless otherwise specified, Specialists do not have their own attacks, and confer no actions. They possess the base Characteristics with their Horde, and possess their own wound pools. Targeting Specialists specifically requires a Called Shot with a -10 penalty per Squad remaining in the Horde. These Called Shot penalties are reduced by talents as usual.

Specialists are listed below. Not all Hordes may access all Specialists.

Basic Specialists
Specialist Name Effect
Coordinator +10 WS, +1 Melee damage.
Engineer +2 AP to Horde. Bonus increases to +4 if Horde is in Cover.
Medic Horde heals 10% Mag per turn. Mag healed cannot take a Squad over 10 Mag.
Pathfinder +10 Agility, reduces Difficult Terrain Value by 1
Sapper '+2 Penetration.
Sergeant +1 TB to Horde, +10 to WP tests.
Spotter +10 BS, +1 Ranged damage.
Weapon Specialist Specialist gains action and attack, is treated like a Character for wounds, Accuracy bonus etc, may be equipped with different weapon than Horde. See below.
Advanced Specialists
Specialist Name Effect
Admiral Sea Units gain +2 to AP and Fire Drill (1).
Air Marshal Air Units gain +10 Agility and Fire Drill (1).
General-Colonel Land Units gain Overwhelming (1) and +10 WP.

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Specialist Notes

Below are special notes regarding some Specialists.

Specialist notes
Specialists have a Full Action or two Half Actions as well as a reaction like a normal character. They may spend these Actions as outlined below.
Engineers always count as being trained in Tech Use+10 at least and possessing a Tool Kit, and may make Tech Use actions as normal. If their Horde has Technician talents, it may use them as normal.
Medics always count as being trained in Medicae+10 at least and possessing a Medikit, and may make Medicae actions as normal, for example to use First Aid on nearby characters. If their Horde has Medicae talents, it may benefit from them as normal.
Sappers always count as being trained in Demolitions+10 at least and possessing a Demo Charge, and may make Demolitions actions as normal, for example to set a bomb on a door. If their Horde has Demolitions talents, it may benefit from them as normal.
Sergeants always count as being trained in Command+10 and Scholastic Lore (Tactics)+10 at least, and may make Command actions as normal for example using the Inspire action.They may assist Horde Leaders or Commanders in activating Tactics.
Parry and Dodge actions may be made as normal.
Weapon Specialist notes
Weapon Specialists have a Full Action or two Half Actions as well as a reaction like a normal character. They may spend these Actions as outlined below.
They may Aim, Full Aim, Defensive Stance, Overwatch, Called Shot and Standard Attack as per normal.
Semi-Auto, Full Auto and Suppressive Fire require the Specialist to have a Semi/Full Auto capable ranged weapon.
All-Out Attack, Feint, Knockdown, Multiple Attack and Stun actions require the Specialist to have a melee weapon (and the appropriate talents for Swift/Lightning).
Any Actions not specified above may not be used by the Weapon Specialist.
Horde Attack Rules are used for Weapon Specialists. However, they do not benefit from the +5 Bonus to hit due to Squads.

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Leaders

Horde Leaders
All Hordes may be outfitted with a single Horde Leader. This Leader provides bonuses to the Horde, and may activate Tactics for that Horde. The Leader also travels as part of the Horde.
If a Horde does not have a Leader, then a Characters may join it. Horde initiative now changes to match the Leader's.
The Horde counts as the Leader's minions for the purposes of talents such as Iron Discipline or skills such as Command.
Leaders who are part of Hordes may not be targeted by Horde attacks (unless it is a Specialist), and all attacks aimed at the Leader take a -10 penalty per Squad remaining in the Horde.
The Leader moves with the Horde, but has a Full Action to use as they like. If a Leader wishes to detach from a Horde, they must decide this before the Horde takes actions that round.
**Leaders grant the Horde a benefit, like a Specialist. In this case, the Character's benefit will be designed by the Game Master, but is likely to mimic the normal Specialist roles as listed in the Specialist section. Any benefits granted by a Leader stack with the benefits granted by Specialists.

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Leader Benefit List

LEADER BENEFITS
Character Name Effect
SOS
Raphael Guillory Steel Vampire Horde gains +10 BS, +1 Ranged damage, rerolls all misses once per round.
Blake Macnair Sergeant +1 TB to Horde, +10 to WP tests.
Blaise Herriot Spotter Horde gains +10 BS and +1 Ranged damage.
Euphrasie Beringer Medic Horde heals 10% Mag per turn. Mag healed cannot take a Squad over 10 Mag.
Henri Duval Engineer +2 AP to Horde. Bonus increases to +4 if Horde is in Cover.
Hugues Monette Sergeant +1 TB to Horde, +10 to WP tests.
Isidor Rurikovich Coordinator +10 WS, +1 Melee damage.
Mana Kirishima Pathfinder +10 Agility, reduce Difficult Terrain Value by 1
Samanta Martins Spotter Horde gains +10 BS and +1 Ranged damage.
Terence Savage Iron Giant +1 TB to Horde, +10 to WP Tests. Enemies focus attacks on this Horde; Terence may convert Mag damage to damage to himself at a rate of 3 Mag per 1 Wound.
Victor Pai Spotter Horde gains +10 BS and +1 Ranged damage.
Operations Directors
Alphonse Wellesley Iron Sky Horde gains +10 to hit and +1 damage. Flyer Hordes gain +20 to hit, +2 Damage, +10 Agility and the Fire Drill (1) traits instead.
Augustus Harken Armored Spearhead Horde gains +10 to hit and +1 damage. Armored and AC Suit Hordes gain +2 Damage instead and +2 AP
Leon Thomas Pillar of France Horde gains +10 to hit and +1 damage. Gains the Overwhelming (+1), Fighting Withdrawal and Fire Drill (+1) traits.
Liu Lin Eastern Tiger Horde gains +10 to hit and +1 damage. AC Suits and E-Scale Large Hordes gain +2 Damage instead and count their Squad number as +1 for the purpose of Special Abilities.
Marianne Amatore-DeForest Adeptus Marshal Horde gains +10 to hit and +1 damage. Battleships gain the Fire Drill (+1) trait and may reroll a single attack roll per turn.
Minerva Linden Overlord Horde gains +10 to hit and +1 damage. All Characteristics are increased by +10.
Misato Katsuragi Lady Longshot Horde gains +10 to hit and +1 damage, and increases its TB (or AB if Fighters) by +2, and reduces all Total Magnitude damage by 1.
Narendra Gadhavi Great Wolf Horde gains +10 to hit and +1 damage. E-Scale Large Hordes deal gain +20 to hit and +2 damage instead, and gain an extra 2 DoS when attacking single units (Evas, D-Titans etc).
Vera Hiroko Freitas Kuromiya Effortless Action Horde gains +10 to hit and +1 damage. Once per turn, may enable a single commanded Horde to act twice.

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Leader Notes
Below are special notes regarding some Leaders.
Operations Directors notes
ODs and Characters with the Tactician trait or Great Leader talent may apply their Leader Bonus to multiple Hordes. In P-Scale, this will be a predetermined selection of units, and in E-Scale, Hordes are formed into collectives known as 'Armies'. An OD may be assigned to an Army, and thus apply their bonuses to all Hordes in that army.
These Hordes count as Minions for the purposes of OD Talents. This includes Hordes using their OD's Willpower for the purposes of Break or Reform tests.
OD may only use their support talents on Hordes they control.
ODs do not have to be on the battlefield to provide these bonuses. If this is the case, then a single Horde under their command will be designated as a 'HQ' Unit. Destruction of this unit will remove the OD's influence from the battlefield.
No Horde may be subordinate to two ODs at the same time.
Leaders may join OD-subordinate Hordes without an attached Leader. However, the Horde must choose whether to possess its Leader's bonus, or the OD's bonus. It may not possess both.
ODs may possess subordinate Leaders. If a subordinate Leader is attached to a Horde, then that Horde may benefit from the OD as though it were a Horde innately under the OD's control.

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Special Abilities

Many Hordes possess a unique set of abilities that may be used on the Horde's turn. Some abilities are normal Actions, some are Full, and some don't require an action at all. Most importantly, most of these Abilities require the Horde to have a certain number of Squads. If they have less Squads than is needed, the Ability cannot be used. The details for Special Abilities are incorporated into a Horde's profile.
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Appendix

Abandonment Table

All Phantom Hordes come in batches, up to four at once. These Phantoms are all linked to a single Solomon Adept, either a Specialist in a single squad, or a separate character. So long as the Adept lived, the Phantoms have the Fearless quality. But if the Adept dies, their emotional anchor is lost and the sudden loss of that in a combat situation can prove devastating. All Phantoms linked to the dead Adept must, on their turn, immediately test Willpower, taking in all bonuses and penalties as appropriate including those from squad casualties. Phantoms who succeed may continue acting normally, but ones who fail must roll a 1d10 on the chart below, adding +1 to their result per degree of failure on the willpower test.

ABANDONMENT TABLE
Roll Result
1-3 Honourable Retreat: The Phantoms, now leaderless, begin to retreat, but not without the body of their leader. They will make any effort to retrieve the body (or some object or fragment- anything left capable of fitting in a shoebox), ignoring any and all Willpower tests until the goal is met. Once the body (or fragment) is obtained, or there is literally nothing left, they will instantly move to retreat at top speed.
4-6 Retreat: The Phantoms instantly break, fleeing the battlefield at top speed.
7-9 Shock: The Phantoms mill about in confusion, some of them acting as though waking from sleep. The entire Horde is unable to act for 1d3+2 rounds, unless attacked, and even then they may only retaliate against their attacker and take -20 penalties to their attack rolls. Once those rounds are over, the Horde gets its act together and may act as normal.
10-12 Berserk: The Phantoms enter a berserk state and can think of nothing but vengeance. They instantly gain +20 to WS, Strength and Toughness, gain the Overwhelming and Fearless talents, and will charge into melee combat whenever possible, otherwise using their ranged attacks. They will prioritize slaying the killer of the Adept, but are more than happy to butcher anyone stupid enough to get in their way.
13+ Abject Grief: The Phantoms are overwhelmed with the worst sort of grief, beyond anything they understand. The Horde is paralyzed with sorrow, sobbing and howling and hugging themselves for 1d5+5 rounds, during which they count as stunned. They also instantly take 2d10 magnitude damage as some members turn their weapons on themselves in their sorrow. At the end of this period, they roll on the Abandonment table again.

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