New Epic Combat

Revised Epic Combat

This is the page that will rewrite Epic Combat for Pathfinder.

[This material is written by John Desgagne. This material is the posession of John Desgagne and can only be distributed by the express consent of John Desgagne.]

Through the strength of combined arms will it be possible to fight Epic Combats in Pathfinder.

Epic Combat for Pathfinder is a new system of rules that allows for large scale combats within any D&D environment. The rules have been carefully written to work with 3.5 OGL thus enabling Epic Combat to complement existing Pathfinder rules. A unit sheet is necessary to keep track of basic information and derived combat values based upon certain unit composition.

Each individual soldier and/or bestiary is accounted in short form on a unit sheet and is referred to as an individual of the unit. A number or symbol written on the sheet can be assigned to the respective miniature on the field for proper identification during play. Each unit must have a Leader and can have a subordinate in the form of a sergeant or intelligence (officer).

Core Points
Core Points are used to build a unit in Epic Combat. Individual pieces are purchased based upon their relevant CR equivalent. Individual pieces from the Beastiary are purchased based upon the creatures CR. Each individual piece forming the unit is added to determine the final CR of the unit. The table is derived by factoring the XP Value of the CR Table provided on SRD (reference) by 200 then further factoring the resultant by 4.

The Equivalence of CR
Understanding CR and APL in Pathfinder. CR is an abbreviated term for Creature Rating which in Pathfinder signifies the potential threat level of an encounter. APL refers to the Average Party Level which is used in conjunction with CR to help the GM build an encounter for a group of players in Pathfinder. It is an important distinction that APL is not of equal strength 1:1 to CR as an encounter for players in Pathfinder should be designed to permit characters to survive the encounter.

In Epic Combat, APL is not needed as the rules allow for the GM to balance encounters given an equivalent unit ratio of CR=CR or 1:1.

Core points are derived from the Total XP column of the Experience Point Awards table found in the Pathfinder Core Rulebook. The Total XP for the respective CR value is divided by 800 to achieve a factored value for determining equivalent CR in Epic Combat.

Table IV

Deemed EpicShoggoth.jpeg
The design of Epic Combat for Pathfinder allows players to combat creatures with high CR values from the Pathfinder Beastiaries.

Epic units composed of a singular individual or creature of CR 15+ use their base stats for determining attack and defence, cmb, cmd, perception, etc They are also entitled to take one added feat, either epic or otherwise at every second level starting at level 16.

Unit Classifications
Each unit consists of a command structure and formation. The command structure can be composed of a leader with multiple subordinates and scouts along with their respective mounts. The remainder of the unit is comprised of those individuals (and mounts) that create the formation of the unit.

Level advancement of the unit is done by fulfilling requirements at each unit level and measured in the form of CR values.

The military doesn't care about wasted feats.  It only cares about a security by combined redundancy, hence why you will find a shielded bard on the battlefield.  Principle of 300.

Each level of Unit Classification will require a certain amount of specific Individuals (classes) measured in Core Points. The command structure will also dictate the core point requirements (individuals/level) in the form of low/mediam/fast advancement for the unit. The command structure will also be directly to the parent organization. Unit feats are gained at every second level starting with the first level. Humans gain an extra feat.

Guard Infantry, Light Infantry, Heavy Infantry, Shock Infantry,

Longbowmen, Crossbowmen,

Light Cavalry, Heavy Cavalry, Knights, Dragoons,

Command, Reconnaisance,

Air/Sea Raiders, Maurauders, Adventurers

Artillery Engineers, Siege Engineers

Unit Classes in detail.

Primary Race
A unit can only receive a racial bonus from one inherent race which is determined by the primary racial composition of the unit. A majority can be derived by greater numbers or greater combined points/levels of the race within the unit, the choice is entirely up to the player. Subtract one point from every racial bonus if a unit is mixed with any creature (other than the above races) from the bestiary or if Elves are mixed with Dwarves. Subtract 1 racial bonus from Halflings and Gnomes if mixed with any races other than their own.

The total number of individual core pieces forming a race from the beastiary is restricted by their listed organization yet as per the essence of fantasy within D&D may be combined with other races and organizations at the discretion of the GM.

Classes and Creatures
http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types

Chain of Command
A unit requires a chain of command that is comprised of appointed leader, adjutant, field subordinates and scouts. Each individual other than the leader will be counted as one CR higher than its actual CR when placed within the chain of command. Area of Command The unit's area of command extends to the perception range of the leader and the units adjutants. Adjutant to Command

An adjutant adds his core points and combined Skills then divides by 4 (round down and minimum 1) to obtain a subordinate modifier that is then applied to the units leadership. The subordinate modifier can never exceed the leaders level. Each adjutant grants +1 immediate action to the unit.

The leader and adjutant will combine their leadership expertise to benefit the level development of the unit. Hence the greater the leadership ability, the higher the unit class level.

Scouts

A scout will add an improvement to the formation and leadership capability potential both while foregoing expertise on the battlefield. Add half the scouts skill capability to the formation and the other half to the leadership. A scout does not add to the units combined feats. Add all scout core points and multiply by two to obtain a scout modifier to be added to the units skill score.

A scout must have a class that would allow for the individual to be a scout (or have an appropriate description in the beastiary). Examples would be Rangers and Rogues can become scouts. It is possible for a leader or adjutant to be a scout. A scout never adds a negative dice to the unit.

Each scout within the unit will grant +1 awareness bonus to the leaders, adjutant and unit perception when the scout is within the units area of command. The scout must also be able to effectively communicate as per individual means found in the Pathfinder core. A scout can move it's maximum allowable movement during a turn without using an action point. It must use an action point if it wishes to do an attack or other action that requires a standard. A scout may move as an immediate action in certain unit classifications. This movement may still draw aoo. The Distinction of Field A leader or adjutant can forego ha-lf their leadership capability in favour of adding half their feat score to the unit. They will also add their combined core points to the units CORPS score.

Unit Values
Unit Values in Epic Combat for Pathfinder are calculated using the individuals that make up the unit. The individual values are either calculated using their NPC scores or formulated using the Epic Combat factoring system. Unit values remain static during the game and do not need to be changed if an individual core piece is lost. Unit hit points and individual core points are obviously affected on the battlefield and the unit can become adversely affected by spells and other battlefield conditions.

The Unit Level Value is determined by combining the levels of each individual within the unit. A derived score is achieved by cross-referencing with the combined values in table V. The Level Value can never exceed the Leaderships Potential.

The core piece BEST Value is derived from its best melee or ranged attack. All individual BEST values within the unit are added to form a single BEST Combined Value. When determining the best value of a regular rank and file soldier, use the BAB of the individual and add +3 for every four levels starting at fourth for all professional soldiers and brutes, +2 for scouts and martial artists. Eg. A level 8 professional soldier would have their respective class BAB + 6

The core piece Feat Value is taken from the combined values of each individuals number of feats. The units combined feats are added to determine a derived score. The derived scores will create an Expertise modifier that will determine the number of unit feats at a rate of 1 for every +1.

The core piece receives a Skill Value that is dependent upon its primary class. For every four levels and starting at the first level a skill point is added to the core piece Skill Value as per the table below. The units skill value will determine its capability. One skill rank can be added to a skill at a rate of every + 1 capability modifier.

What brings adventurers to the rank and file? Is it unemployment, conscription, depravity, are they broke, whatever the reason each individual core piece is given an associate cost or production that will contribute to the unit. Gear Value is determined by the units organizational background. Skilled or special classes and beasts are assumed a negative gear value for they do not add to the economy of man and are most likely hired at a cost to the unit. Any class or beast that is enslaved provides 0 gear value and starts the game with one negative dice

Combined Scores
Counting should be simplified on a field of increased numbers.

Table VI

(This is wip http://www.d20pfsrd.com/gamemastering?tmpl=%2Fsystem%2Fapp%2Ftemplates%2Fprint%2F so far I have 4 Cr 11s = 1 Cr 15 with  4.5 adventurers makling apl equal to CR.  so 4.5 level 5s are equivalent to cr 5 with 27 level 5s = cr 10 or 9600 XP. According to pathfinder srd *APL it would take 27 level 10s to take on an average CR 15 encounter.  Unregimented adventurers of course.

Unit Ability Scores
There are six abilities that describe the units effectiveness on the battlefield. (need further rules details on each ability scores.)

Whenever determining the derived score of a unit, the combined value that is closer to the starting value grants the smaller derived score and a combined value that is closer to the finished value grants the larger derived score. Eg. a combined value of 26 is closer the 23 of the required 23-32 and will result in a derived score of 14. Table VII All Potential ability scores are limited to the units Leadership score. This is to reflect that any given units potential is only as good as its leadership on the battlefield.

Strike
Strike is the units assault value.

A limiting factor to strike potential
The strike potential for a unit is further limited to the average best to hit modifier for the unit and can only exceed the group average by magical means or superior equipment value (in excess of the equipment value). Eg, a group of 50 goblins using their bows can only ever get a strike potential of 19 as their average best to hit is +4.

Expertise
Expertise denotes the units ability to handle itself on the battlefield.

Capability
Capability is the units skill at implementing warfare.

Core
Core is the units footprint.

Leadership
A leaders ability to command is limited to his leadership. Each bonus point of unit leadership allows a 10 foot command distance from the leaders current position. The command radius is further extended when subordinates are within command range and can be increased by half the command distance from their current location. No commands or maneuvers can be issued outside of a units command radius and any individual piece other than a scout that is outside the command radius incurs the unit a negative dice.

Morale
Morale is the units willingness to combat. Certain events during the course of the game will trigger morale tests. A unit is considered to have normal morale if its morale score and combined accumulated negative dice still grant a morale bonus greater than 0.

Break Test
Unless otherwise specified, the morale break test is leadership DC 10 and is leadership based and modified by accumulated negative dice. A failed test will result in the unit devolving into a skirmish formation. If any morale test is failed by 10 or more, the unit devolves into a skirmish formation and immidiately attempts to flee (drawing attacks of opportunity). The direction of their one free movement equivalent is usually away from whatever triggered the test and add one negative dice if moving out of their leaders command radius. Some creatures are immune to break test such as mindless, certain outsiders, etc

Epic pieces (CR 15+) and leaders are always exempt from morale effects as they fight on their own grounds. Epic pieces are unaffected by negative dice.

A leader (or Epic) may make an attempt to rally any allied individual pieces within his command radius. The leadership DC is 10 for a successful rally. Failure means that the individuals continue to run.

Unit Alignment
A final unit alignment should be based on the individuals and weighed by their respective Corp point value. The primary composition of the unit alignment will be predominant in the command structure. The secondary composition will be determined by the formation. A new entry for each indiividual will be necessary to record individual alignment with a notation of : LG,LN,LE,NG,TN,NE,CG,CN,CE The diametrics of the alignement within the command structure, formation and predominantly between the command structure and formation will play a significant role in the final alignment and modifiers for the unit.

Alignment Graph is the alignment diametric of the unit. An Alignment Graph is used to derive an Alignment Value for the unit and is expressed by listing the primary and secondary alignment of the group in abbreviated form XX/YY. When determining the alignment graph of a unit, use the highest combined points of similar aligned core pieces for primary alignment and the second highest core piece value for the secondary alignment.

Table V (Where no primary/secondary alignment values exist use secondary/primary alignment values.) The regimentation of Lawful Neutral grants it the highest bonus where Chaotic Neutral is highly unstable and poses a detriment to the Units Alignment Value.

Unit Skills
Unit skills are applicable to the unit formation, are considered trained and can only be performed by the unit if one skill rank has been added,. The unit can choose to add one skill rank to any skill listed below at a rate of one per capability modifier and one for per unit level modifier. Unless noted all skills are performed as a swift or immediate action for the unit at a DC of 10 with the check being made with the unit capability modifier added to the skill rank..

An immediate action replaces a swift action. A 20 cannot be taken on the battlefield (unless at the start of the battle or completely undetected).

Aid, Ambush, Camouflage, Camp, Tactics, Counter-Ambush, Counter-Intimidate, Discipline, Elite, Fortify, Hand-to-Hand, Herald, Infiltration, Intimidate, Looting, Medic, Messenger, Patrol, Pillage, Reconnoiter, Scale, Sentry, Siege, Spy, Survival, Traps, Veteran

Aid
as a swift action individuals within range may attempt to encourage or assist one individual in making a D20 check. Every 5 ranks will permit one individual in aiding. A successful skill check grants a +2 aid bonus. This counts as the one action permitted to all individuals aiding for the round, they are still permitted to move but cannot attack or perform individual actions for the remainder of the round.

Ambush
This skill allows your unit to spread out in an anticipated location to quickly pin your enemy. Every individual within the ambush zone must remain motionless and quiet. The DC to remain hidden is stealth and adds +2 for small terrain, +4 for medium terrain, +5 for large terrain to your stealth role. You do not take any movement penalty for your first move after the ambush starts and gain a surprise when attacking your foe. An ambush always allows only one perception when a unit is first walking into it and can be done at either 60' if DC for ambush is lower than 25 or 30' when DC for ambush is greater than 26. The DC check for seeing an ambush is lowered accordingly if set within your favourite terrain.

Camouflage
is a skill for a unit remaining hidden on the battlefield. It takes 1d4 rounds per 10 individuals to set up the the necessary 20% concealment to provide stealth. A DC 10 check much be succeeded at the end of setting up to determine if the camouflage was set up successfully

A unit with the camouflage skill is wearing camouflaged armour (or clothing) and while moving at half-speed adds +1 per skill rank to any opposed perception DC.

Camp
The unit is trained in fabricating a makeshift camp on the battlefield that will allow some level of fortification and provide necessary health for the unit during the day or night. Every 3 ranks of camp will permit the camp level +1.

Counter-Ambush
The unit can attempt to reverse the Ambush effectively reversing the pin. As your ranks are trained in such combat.

Command
A large part of a units effective command is determined by how skillful its leaders are in the art of war.

Counter-intimidate
Played as an immediate action with the DC check set at the intimidate attempt made. A successful counter reverses the intimidation attempt by adding a negative dice to the opposing unit.

Discipline
This unit skill will that adds +1 for every 5 ranks to any DC 20 check.

Elite
Adds renown of +1 for every 5 ranks for Epic Gaming rolls.

Fortify
The skill of constructing simple fortifications upon the battlefield. DC check is 10 + 2 for small, +4 for medium and + 5 for large terrains to add the units capability bonus to the terrain concealment bonus and add capability bonus to the defense of the unit within or behind the terrain for the first round of combat. A unit cannot be charged when within or behind fortified terrain, unless the fortification is constructed within a units favoured terrain, all individuals fighting within a fortification take -4 penalty to hit.

An area of pits, stakes and trenches can also be created as a protective barrier or in conjuction with the trap skill.

Hand-to-Hand
Any formation trained in hand-to-hand will benefit a free unarmed attack against an enemy within 5'reach (farther if larger) causing unit expertise damage. A successful DC against the opposing units hand-to-hand roll or a touch attack against an individual. Failure will prompt an attack of opportunity.

Herald
The Herald grants the units ability to communicate effectively from a distance on the battlefield using flags, trumpets and drums. Note that a bannerman needs be present. Effective range is 25 feet per skill rank.

Infiltration
Allows your stealthed unit to stay hidden as a unit while moving around or into an enemy unit. The infiltration can only be used against non-closed ranks and initiated within 30' of the enemy. Using signals to communicate (hand or animal/nature sounds), you can set up a formation near the enemy as a move equivalent that does not trigger a sentry. The DC is set at the enemies expertise potential and must be rolled for every movement action. A failed stealth foils the infiltration attempt.

Intimidation
Attempts can be made by any individual within the unit that is within visibility (or hearing) distance of an enemy unit. The DC is the level score + morale modifier of the enemy unit. A successful intimidate adds one negative dice to the unit and forces the unit to make a morale check to devolve the unit into a skirmish formation. Only one successful intimidate action (per unit) can be made against the same enemy unit. An intimidation attempt can be made as an immediate action to stop a mutiny (check is assumed successful) and the DC is set at the combined level and skill of the insubordinate.

Looting
The skill of extracting valuables from areas. It can also be used to loot bodies and is typically done faster and illegally.

Medic
Alows a cleric within the formation to heal 1 individual for ever 5 ranks as a trained heal skill, each attempt counts towards the units swift action and the skill is taken as per Pathfinder Core.

Messenger
A unit messenger. DC 10 + 1 for every 30' increment of distance traveled from leader to destination to a maximum of DC 20. Messenger allows for secret communication of sentries and patrol. For every one skill rank allow 10' increment from the sentry or patrol to the chain of command.

Patrol
Your unit individuals have an understanding of how to patrol an area. A sentry or scout ican be assigned to patrol a given area. A perimiter is set at 5' radius per unit skill point from the individual that has been set to patrol. Patrol must be set within the unit's area of command. A patrol that succeeds perception of an enemy within his given area is granted one free immediate action to the maximum of the units allowable free actions. Eg. a unit starts with two free actions, so two immediate actions per round. The immediate action is only permitted to the individual on patrol.

Perception
Perception is taken as per Pathfinder http://www.d20pfsrd.com/skills/perception. Note that to notive a visible creature is DC 0 with an adjusted range increment of +1 per additional 10 feet.

Pillaging
A skill of willful destruction of the enemy habitat, slash and burn. This skill may be unlawful and/or evil. It may temporarily increase morale +1 for every 5 ranks for 1D6 rounds. DC is set against unit organization level + structure level (1-3)

POW
You are skilled at taking and/or being taken as a prisoner of war.

"Captor states hold captured combatants and non-combatants in continuing custody for a range of legitimate and illegitimate reasons. They are held to isolate them from combatants still in the field, to release and repatriate them in an orderly manner after hostilities, to demonstrate military victory, to punish them, to prosecute them for war crimes, to exploit them for their labor, to recruit or even conscript them as their own combatants, to collect military and political intelligence from them, and to indoctrinate them in new political or religious beliefs." --wikipedia

The DC to handle prisoner of war situations is set at double the prisoners points value rounded up+ their own POW skill rank. So an individual worth 7 points would be DC 14 (+their POW skill ranks). A failure by more than 10 results in the prisoner escaping (or successfully negotiating his release). A failure by 5 or less will allow for a retry. A successful check will allow for an award of half the individuals value (rounded down) added as victory points.

Reconnoiter
The skill of investigating enemy positions, basic strengths and anticipated movements on the battlefield. A successful check will permit a +4 cirumstance bonus to awareness for the duration of the battle and +4 to ambush or counter-ambush. DC is set at the expertise of the opposing unit.

Scale
Allows the unit to ascend or descend over a vertical surface. Each skill rank will permit 10' of vertical movement using a knotted rope or ladder, up to 100'. When taking this skill it is assumed that the unit has the necessary equipment to climb. The climb speed is at half unit movement and armour may further inhibit movement as per Pathfinder rules.

Sentry
Allows you the skill of being perceptive while on duty. A maximum of one sentry may be on duty for every 3 skill points invested in the sentry skill. The natural perception skill is used by the sentry. Every round each sentry can roll an active perceptive check, costing one unit action (and counting as an exception to the individual unit actions rule) as they scan the field for any perceivable threats. If the unit has been placed on high alert, the sentry may take an additional perception check (as a move action) to try and pinpoint the threat. If the sentry check was failed by 5 or less, another free check is granted if the stealthed enemy is making a move action within 30'.

Siege
Siege warfare is a skill of combating siege elements on the battlefield. Sappers are granted a bonus to siege warfare. You can destroy a simple fortifications with a medium siege engine on a successful hit and the DC is set at the DC + applied circumstance bonus of the fortification. Eg, DC 10 + 4 for medium terrain, +4 for built by Dwarves is DC 18. Medium siege engine destroy a 5' + 3D10 foot radius. Large siege engines destroy 10' + 3D10 foot radius and add +2 circumstance bonus to the DC check. Any individuals within a fortification while it is being destroyed take 1 core point of damage for small and 2 core points from large siege engines unless a successful DC 10 reflex save.

Time and resources must be available for constructing fortification. It takes one round per 5' radius to fortify terrain. Consult the core for hit points and durability of the materials used. Craft skills will always help in constructing fortification and add +2 circumstance bonus. Dwarves and Gnomes gain a +4 circumstance bonus for this skill. Fortifying within favourite terrain negates the DC penalty of the terrain.

Spy is the skill of obtaining valuable information from your enemies. DC is set at the expertise of the unit being spied upon and +1 for every progressively more difficult piece of information gathered at the discretion of the GM.

Survival
Foraging. "The usual method for solving logistical problems for smaller armies was foraging or "living off the land". As medieval campaigns were often directed at well-populated settled areas, a traveling army would forcibly commandeer all available resources from the land they passed through, from food to raw materials to equipment. Living off the land is not very easy when there is no food ready to eat, so there was, in theory at least, a prescribed "campaign season" that aimed to conduct warfare at a predictable time, when there would be both food on the ground and relatively good weather. This season was usually from spring to autumn, as by early spring all the crops would be planted, thus freeing the male population for warfare until they were needed for harvest time in late-autumn. As an example, in many European countries serfs and peasants were obliged to perform around 45 days of military service per year without pay, usually during this campaign season when they were not required for agriculture. --wkiapedia" Foraging may temporarily bolster a units supply score. The DC is dependent upon the conditions and environment.

Tactics

The unit may combine this skill while expending a movement action to escape a pin or grapple. Add skill ranks to break against CMD.

Traps
Allows you to use the natural surroundings to booby-trap a location. DC is set at 10 + 2 for every 5' square and +1 for every 1D on the dice (so 1D8 would be +8) and +2 when set in small difficult terrain, +4 in medium terrain and +5 in large difficult terrain (avoid negative terrain modifier when setting a trap in favoured terrain). One trap attempt can be had per 5 ranks and traps can only be laid within a neutral or defended area.

A perception test to a unit is always triggered when approaching within 30' of a trap and is set at the DC of the trap +2 for small difficult terrain, +4 for medium terrain and +5 when set in large difficult terrain (avoid terrain penalty when in favoured terrain). Setting a trap is a full round action.

Veterancy
Adds +1 for trained skill checks for every 5 ranks.

Initiative
A unit may take either its average initiative modifier or unit capability modifier to add to its base initiative.

Initiative is rolled once for each unit at the beginning of each combat round. A choice to delay the units initiative is possible and will reset at the beginning of the next round. A value between 0 and 20 is written on a folded piece of paper by both teams (for each unit) and the results are displayed simultaneously. The modifiers are then added and a tie results in a d20 roll-off to determine which unit acts first. A unit can only delay their actions once per initiative. A unit who has won initiative for the last round is given a +5 initiative bonus to maintain initiative on the next round.

Action Sequence
A unit in Epic combat can perform an action sequence based on its number of attacks per round. Action abilities are performed in a best-to-worse sequential order during a combat round. Actions are decided by the player and include: melee attack, ranged attack, individual, primary move, secondary move, trigger, brace, casting one spell per spellcaster, using a feat or skill, using an item, using a one special/extraordinary ability (or attack) per core piece, communicate and rally. Any listed restrictions as per Pathfinder rules still apply. Primary and secondary weapons are considered always in hand for purposes of Epic Combat.

Melee Attack: A unit formation may attack at anytime within reach during the action sequence and may use its primary or secondary weapons for the attack. Unit attacks are taken in the order that they would follow within the action sequence as they have less of a chance to succeed during the span of the combat round. Eg, if during the round your unit has made a primary move, and cast a spell, then you attack at your 3rd best value, then 4rth and so on.

Melee weapon damage is assigned against the target core when attacking with a melee weapon. Unit damage (in the form of +) is assigned against the unit's hit points, unless there are no more unit hitpoints, in which case damage is transfered to any available core within range of weapon.

Ranged Attack: A unit may make a ranged attack against a visible target that is within the weapons range during the action sequence and may use its primary or secondary weapons for the attack. Ranged attacks follow the units attack sequence for determining the base chance to hit.

Ranged damage is handled similar to spells in that damage is only assigned to unit hit points. Core damage of the weapon can only be assigned with certain marksman feats.

Volley: An Indirect ranged attack is taken by a longbowman unit that does or does not have direct line of sight to its target. A volley action takes a -4 penalty to-hit, which is also calculated +4 on the critical save for the defender. As a full round unit action a ranged attack is initiated during any point of the players action sequence. The number of attack actions is declared by the player with the first action rolling to-hit and the remaining actions scoring a potential critical (for each remaining declared action) upon a successful to-hit. A miss will continue the attack roll to-hit at the unit's next action sequence. Indirect ranged always targets the front AC of a formation. Note that the volley is only permitted by the longbowman unit.

Swift Actions
There are two swift actions permitted to the unit per round. An individual can only take a swift action when combined with their individual action.

Immediate Actions
The unit is granted one immediate action during the opponents turn. Each adjutant on the field will increase the number of immediate actions to the unit by 1. An immediate action momentarily stops the round to allow a small action for the unit. Where deemed necessary, the timing for the immediate action is determined by an opposed d20 roll between the two units leadership. If it is won, the immediate action is taken prior to whatever action was taken by the opposing unit that triggered the immediate. If it is lost, it is taken after the action taken by the opposing unit.

Individual Swift Action
An individual may take a swift action independant of the unit as long as it has initiated an individual action this turn. An immediate action taken by an individual counts against the number of immediate actions allowable to the unit.

Individual Actions
An individual piece that is a part of the chain of command may take a separate action apart from the unit that counts as taking a unit action at the order sequence of the unit. The active individual counts as taking a full round action as per Pathfinder: multiple attacks, or charging, or combining a move equivalent with a standard thus moving and making one attack, casting one spell, using one item, or using one ability.

When attacking, unless deemed Epic, the individual leader, subordinate or scout has a maximum three attacks (unless individual feat such as; off hand wielding, tail, etc) and uses its individual best attack for the first, -6 for the second and -12 for the third. The individual must be in possession of a unit primary or secondary weapon to do full core damage (otherwise damage is halved). Extra damage due to (+) and energy, sneak, feats, power attacks, etc is always halved and rounded down.

An individual may expend an action point at any time during the players action sequence and use the units last action as a replacement. Eg. An adjutant moves and attacks at the start of the turn, the player chooses to use the units last action and upon completion of the individuals action may then proceed with the units first action as per normal. The unit can then proceed to actAn individual that has moved once with either the chain of command or unit formation during the round, counts as having moved and is limited to a standard.

Charging by an individual is permitted during the primary initiative and exhausts all movement for the round for the individual. The individual receives a +2 to hit and -2 to AC as per Pathfinder Core.

The free 5' step can be taken by an active individual and as per Pathfinder does not provoke an attack of opportunity. Taking a free 5' step does not permit the individual to move any futher in the round. The individual can perform a full round action as per Pathfinder to the maximum of two personal attacks taken in action sequence. Any other maneuver by the individual expends two action abilities.

If a (non-scout) individual piece moves beyond the command distance of the unit leader (or half distance away from subordinates) a negative dice is added to the unit.

The movement of an individual piece counts towards its maximum allowable movement for the round and if the unit rejoins the individual, together they will only have a standard left. If the individual moves twice in rejoining the unit, the unit cannot move any further this round (unless it abandons the individual). Note that abandoning the individual this way can still keep the individual within range of the unit (double width) and not incur a negative dice.

An individual with a level/CR of 15 or higher is deemed "Epic" and is granted an individual action sequence equivalent to its attacks. Wing and tail attacks are considered secondary and do not add actions to the sequence. When reading a creatures attacks, its total number is "either OR" not both. An Epic always uses its maximum listed personal unit hit points from the beastiary and characters double their personal unit hit points.

Independant Actions and the Adventurer
An individual adventuring away from the Epic battlefield has a personal leadership score equivalent to his primary ability score modifier added to his charisma. Eg a 5th level figher with 18 strength adds +4 to his 10 charisma for a personal leadership of 14. His individual morale is his level added to his wisdom score and leadership modifier. So as per the example, our fighter with a wisdom of 10 would have an individual morale of 17. If more than one primary ability score exists then take the greater score and if they are tied then add a +1 bonus.

Any time an independant accumulates negative dice that would bring the individual below a morale of 10, a morale check must be rolled and failure indicates that the individual is fleeing as per the fear spell. An independant may expend a full round action to perform a personal leadership check to remove one negative dice per point of personal leadership modifier per day. Negative dice from bleed, ability damage and energy drain can only be removed by means appropriate to Pathfinder.

In the event that an individual moving independant of the unit enters combat with another individual (or group), only one initiative per side is required with any applicable initiative modifiers added. The individual receives one action ability and unlike the mutiny rules uses his own personal unit hit points as well as core hit points. A full round action is similar to Pathfinder allowing the individual to make a number of attacks based on a characters combat ability or initiate a combat maneuver, or double move. Damage is done as per Epic combat with random core damage and all other damage going against unit hit points.

Pathfinder Combat 2.0
''Pathfinder Combat 2.0 is an attempt to create an environment of team-oriented combat within Pathfinder. It is my belief that a party of adventurers is not functionally represented under the Pathfinder mechanics. Players perceive their characters as a singular vessel and (unintentionally) place more focus upon independent actions. This isolated vision hampers the effectiveness of the party and results in a lack of unified structure which creates a loss of efficiency and eventual disorganization, hence as an example why in a game such as axis and allies where one person plays the axis and two people play the allies; the axis player will usually succeed as his vision is singular for the "party" where as the allies have independent vision and are less likely to cooperate to the full potential of one unified party. ''

Individuals adventuring as a party may decide to forgo their personal unit hit points and place them into a single pool of party hit points. Party hit points are managed similarly as unit hit points with the exception that when reaching 0 or less, each individual adventurer must perform a morale check based upon their own personal leadership. A party individual that falls unconscious during combat adds one negative dice to each individual within the party.

During combat the party is granted a pool of action points based upon unit composition. These unit points are played out as per Epic combat. It is important to designate the parties primary and secondary weapons, as all other weapons, including natural weapons (from summoned) will only deal half the weapons core damage.

Let's Party
A party of individuals will act as a unit when determining primary and secondary initiatives. The party leader (or subordinate) will roll a single dice adding either his personal dexterity modifer or the unit dexterity modifier (whichever is higher) to determine the primary initiative step. The secondary initiative step is the unmodified D20 value. So with a group initiative of +5 for example, a 9 is rolled for initiative. The group will act at a primary initiative of 14 and secondary initiative of 9.

Leadership and Action Priority
''Tactics do play a predominant role in combat. Just as a quarterback sets up a play, leadership and action priority is an opportunity for players to formulate a plan of attack. It is an unfortunate necessity that combat as we have learned in Pathfinder must be factored to remove the constant requirement for each and every player character to roll for initiative and then move and act independantly each and every round. It is not to suggest that party members will be unable to perform as in Pathfinder, but rather that their movements and actions will be coordinated together at intervals that will permit a greater flexibility and effectiveness as a whole. ''

Resolving Initiative as a Party
Party actions are stacked at the same time during the primary or secondary initiative step. At the start of the combat, the individual with the highest leadership is granted action priority during the primary initiative. The player can either resolve a single action for his individual character or as a free action, issue a command to the party. Issuing a command during this time is merely parlance for the players to formulate a plan of attack.

At the beginning of each primary initiative, all players may roll a perception and may add a personal leadership or dexterity modifier + the current combat round number (first round being suprise round of 0). This step is designed to assist in the awareness of the parties actions by granting an action priority during the combat round. The party may then spend their action points to advance together as per Epic unit movement, or act in an independent and sequential manner. All normal Pathfinder rules will still apply during movement and combat (example squeeze, etc).

Action priority is assigned to each party individual in descending order from highest to lowest perception. A player may choose to pass his individuals priority to another party individual as befitting to the plan of action. In this case does the assigned individual then execute his action and the next individual (with highest perception) proceeds with his initiative. Any player that passes his action priority may still act as a delayed action. Each individual may only perform one action per round (as per Epic Combat). Once the party has expended all unit actions, no further actions are possible until the next round.

Example, a party with 2 action points are fighting an ogre. There are three fighters in the party with a primary initiative of 22 and secondary initiative of 17. At initiative step 22, each individual in the party roll perception of 15, 14, and 12. At 15 the fighter with the first action priority perceives the situation and calls a command of awareness. The player with fighter 14 states that he can charge the ogre from his vantage and the fighter of perception 12 declares that he is uncertain of his action at this time. The leader then passes his action priority and the fighter at 14 charges! After the charge, the delayed fighter of perception 15 may now act or allow fighter 12 to resolve the remainding action point.

Players as Perceptive Characters
It is an important realisation that perception is to be played as per Pathfinder, in that the GM may describe to the player what his character perceives during each combat round based upon his perception value.

Spells, psionics and other special (EX) effects
The DC, number of targets and description remain unchanged with the exception that simple mounts do not count towards the number of targets.

A summoned creature appears on the battlefield at the end of the round and attacks as a unit individual. A summoned creature does not add any negative dice to the unit for any reason.

Bleed, Ability Damage and Energy Drain
Every 6 damage points of bleed will add one negative dice per individual affected. Every 3 points of ability drain or damage will add one negative dice per individual affected. Every 1 energy drain will add one negative dice per individual. The adjustments to the individual should be recorded as per Pathfinder but prevalence of play should always come first.

Bleed, ability damage and energy drain are non peristent in Epic combat other than the encumbrance of one negative dice per individual with the. Eg, the individual does not continue to take bleed damage unless struck again, wherby he damage and adds one negative dice per 6 damage taken with the negative dice limiting factor in effect.

Negative Dice
During the course of Epic Combat a unit may suffer detrimental effects that will have a negative impact on the morale of the unit. For every disabled piece, a negative dice is added next to the unit, this can be represented by a number on a dice. Disabled pieces are considered dead, unconscious, incapacitated, , disentious, individually grappled, abandoned and/or otherwise become separated from the unit formation. The effects of a unit encumbered by negative dice is that all D20 checks (saves) and to-hit are assigned a negative value equal to the negative dice.

Any time the negative dice exceeds a units to-hit potential, a leadership test is triggered and failure indicates that the unit is immidiately disbanded. Any time the negative dice outway the units morale base of 10, the unit is considered to have poor morale. Eg, a unit with morale 18 will have poor morale if it has 9 negative dice.

A unit summoned creature (with greater than 50% of its hit points) can be removed from the field in lieu of placing a negative dice.

A Limiting Factor to Negative Dice
An individual may only add as many negative dice as half their points value rounded down. So an individual with a points value of 4 can only ever add 2 negative dice to the unit through bleed, drain, disention, death etc

To voluntarily disband the unit is a free action performed by the leader.

Rally
The only method to remove a negative dice is by means of a leadership rally at a rate of removing one negative dice per successful rally. The DC to remove a negative dice is 10. Every roll of +10 above the DC removes an additional negative dice.

Mutiny
For determining a mutiny, the leaders level becomes adjusted by the alignment value of the unit. Any individual(s) that are of equal level or higher than the adjusted leader level will mutiny upon all failed morale checks. A mutiny check is immediately performed by the leader adding his charisma modifier and a failed result will trigger a state of dissention in the ranks. A successful role will calm the rebellious attempt.

In the event that there is dissention in the ranks, the player is given a choice of: 1) roleplaying the new mutinous unit which should be played without prejudice 2) the GM takes over the unit 3) a challenge is issued by the leader to the insubordinate (diplomacy or intimidate check DC [combined insubordinate skill and level]. If accepted a dual is immidiately begun between the leader and the insubordinate. 4) a challenge is ignored and the leader and those still loyal to him must combat all members of the insurgence. Each round of a dual or combat, an Initiative is rolled and a single attack is made by each rebellious individual and each member still loyal to the leader (inclusive). All hits strike at maximum core damage. The mutiny continues each round until the leader or the insubordinate(s) are killed. The GM takes control of the unit if the leader is killed.

Any enslaved indivudals that are not restrained will always attempt to mutiny as a chaotic-neutral adjustment to the leader level.

Movement
The maximum distance a unit may move per normal movement action is listed as a unit speed expressed in feet and measured in an increment of 1" is 5' on the battlefield. Individuals within the unit may always move at their own maximum speed during the unit movement action but may risk leaving slower individuals behind. Any non- skirmish formation must always move at the speed of the slowest individual to retain unit formation. Only two move actions are possible per round and a secondary movement will trigger a morale check if the unit is suffering low morale.

Moving through difficult terrain is done at half speed and triggers a morale check if the unit is at low morale. Squeeze rules are in effect whenever the unit attempts to move within 5' of an ally or enemy or obstacle and always trigger a morale check if the unit is at low morale. The unit is considered to be moving through difficult terrain and must maintain formation during the squeeze otherwise a DC [minimum formation corp size] leadership test must be succeeded or the unit immediately reverts to a skirmish formation. A unit triggering squeeze rules suffer -4 penalty to AC and to hit until the next round. Squeezing through allied space incurs a squeeze penalty to the ally.

Moving through an enemy skirmish and line formation is possible using squeeze rules as individual pieces are simply pushed aside (and remain base to base) with no CMB test required. The -4 penalty to AC and to hit is only incurred by the advancing unit.

Piggy-Back
Any individual with atleast one move remaining may move at the same time the formation is moving at no extra action cost. This move does go against the individuals allowable movement for the round and the individual must follow Pathfinder movement rules (and any attack after movement). This piggy-back movement can only be performed at the same time the formation is moving (and not after the formation has moved and attacked for example).

Standing up from prone can be done as part of a move and charging is not possible getting up from prone.

Flight above the Battlefield
Flying is the speed of the unit while flying. All core pieces must have a means of flight and the speed is taken at the slowest flying core piece. Leave blank if unit does not fly.

Races and Favoured Terrain
Races gain certain advantages and disadvantages based on their typical ecology. Favorite terrain is determined by racial faction and associated stereotypes. Faction based terrain refers to the races predominant habitat. Stereotype-based terrain is determined by presumed legendary and mythical associations attached to the race. Creatures selected from the Beastiary cannot exceed the creatures listed organization requirements.

Humans may gain inherent bonuses to any applicable ability. Their favorite terrains are settlements comprised of urban structures. A human faction can have any one favorite terrain. They typically do not adapt well to adverse terrain conditions due to physiological restrictions but have been known to function heroically within those terrains when faced with extinction. Humans gain one +3 racial bonus to any one (applicable) ability score-- possibly as per their faction but ultimately players choice. The visual range for a human is 60' increments.

Dwarves are known for their subterranean achievements. Their favorite terrains are subterranean and mountainous regions. Dwarves typically do not like being removed from the ground and will usually not be found riding horses or within boats. Their adverse terrain is anything that is not (attached to the) ground. The Dwarven ability to strike at the heart of the mountain grants them a bonus to their unit strike base. Dwarves gain a max +3 bonus to Strike. The visual range for dwarves is 60' increments.

Elves love the natural surroundings of the forest-- the older the growth the better. They can also be found in urban settlements and at sea. They do not like subterranean terrain. The depressive confinements of low-light conditions is better suited for their dark cousins. The veterancy of Elves grant them a bonus to their expertise. Elves gain a max +3 racial bonus to Expertise. The visual range for Elves if 120' for first increment and 60' thereafter.

Gnomes are the gypsies of D&D, inhabiting any hospitable region. Their love for craft and designs allow them to travel over any terrains when using magical constructs and Gnomish engines. Their natural aptitude for devices allow them a skillful advantage on the battlefield. Gnomes gain a max +3 racial bonus to Capability. Visual is 60' increments.

Halflings form peaceful colonies within the fertile plains and valleys of their domain. They are seldom roused to war but when determined can band together and efficiently repel any foe. Halflings are nimble yet careful, forming a strong brotherhood on the battlefield. Halflings gain a +2 racial bonus to Expertise, +2 racial bonus to Capability and -1 racial detriment to Strike. Visual is 60' increments.

Half-Elves and Half-Orcs enjoy the favorite terrains of their parents yet only receive +1 to Strike and +1 to Expertise and +1 to capability. Visual is 60' increments.

Difficult Terrain
A unit occupying atleast 50% of its its core pieces within difficult terrain grants protection in the form of a concealment bonus.It may also cause the unit to suffer penalties unless it is the units favoured terrain. The concealment bonus is granted as protection to the unit against ranged attacks. The ranged attack must succeed the units concealment bonus using % dice to score a hit. Charging from or through difficult terrain is not permitted unless it is the units favourite terrain.

Small Forest include shrubs, tall grass grass and sparse vegetation grants the unit +10% concealment bonus.

Medium Forest are similar to small forest and offer +15% concealment bonus. The unit also suffers a +1 penalty to DC when taking any morale checks while considered within the terrain.

Large Forest include clusterd vegetation, large vegetation and grants the unit +20% concealment bonus. The unit also suffers a +2 penalty to DC when taking any morale checks while considered within the terrain.

Small Ruins is composed of broken ground, rocks, bricks and rubble and grants the unit a +15% concealment bonus. The unit also suffers a +2 penalty to DC when taking any morale checks while considered within the terrain.

Medium Ruins is similar to small ruins and offers +20% concealment bonus. The unit also suffers a +3 penalty to DC when taking any morale checks while considered within the terrain.

Large Ruins is difficult terrain filled with broken walls that offer +25% concealment bonus. The unit also suffers a +4 penalty to DC when taking any morale checks while considered within the terrain.

Small Urban is located on the outcrop of medium or large urban terrain and may offer up to +15% concealment bonus. The unit also suffers a +1 penalty to DC when taking any morale checks while considered within the terrain.

Medium Urban is the location of a house where the unit or fences are used for cover and grants a +25% concealment bonus. The unit also suffers a +2 penalty to DC when taking any morale checks while considered within the terrain. The unit suffer -2 to strike rolls when meleeing from medium urban terrain.

Large Urban terrain is composed of structures forming a settlement. The unit receives a +35% concealment bonus. The unit also suffers a +3 penalty to DC when taking any morale checks while considered within the terrain and takes a -3 to all strike rolls when meleeing from the large urban terrain.

Dikes, Trenches and Subteranean terrain are considered medium or large terrain and grant a +20% concealment bonus when the unit is atleast half and +40% when the unit is fully sheltered within the terrain. Fighting from this terrain incurs a -4 penalty to melee strike rolls.

Slow and Fast Water grant +10% concealment and add +1, and +3 respectively to the DC of a unit making a morale check.

Slow and Fast flowing Energy grant +10% concealment and add +1, and +3 respectively to the DC of a unit making a morale check. Energy may cause damage to those susceptible individuals as per half of the listed value in the Pathfinder Core.

Small Fortifications are composed of outer defences of a larger fortification and add +25% to unit concealment.

Medium Fortification are larger outer walls such as portcullis or outposts and offer +50% concealment bonus.

Large Fortificaitons are castle walls and provide +95% - hp damage to wall. Only ranged attacks may be made from castle walls unless they have been breached.

Primary/Secondary Move
Primary Move: A unit may move up to its maximum speed at any time during the units primary action sequence (or secondary action sequence if it has not taken a primary move yet).

Secondary Move: A unit may move a second time up to its maximum speed during the units secondary action sequence but must make a DC 10 leadership check if the unit morale is low. Add leadership modifiers and subtract morale modifiers (including negative dice). A failed check results in the unit refusing to move. The move attempt can be made again within the action sequence but costs another action ability and is at a - 5 penalty. For every attack made during the aciton sequence add +10 to the DC morale check when attempting to make a secondary move. A unit may only move a maximum of two moves during an action sequence.

Units or individuals attacking after the secondary unit move

A unit (or individual) making an attack after having performed a secondary move incurs a cumulative -10 penalty to hit per attack made after the secondary move. So the second attack made after the secondary move would be at a -20 to hit.

Setting a Trigger counts as a swift action. The action that follows a trigger requires an action ability within the sequence. It is possible to set multiple triggers with a round.

Running
Running is permitted at the cost of two actions for any formation and allows the unit to move through non-difficult or favorite terrain at 3 times the unit speed for any formation and 4 times for a line formation. A low morale requires a DC 10 leadership test and failure results in a unit that cannot run. Once a full round action is initiated, no other actions may be performed.

Effects of Environment
The environment on the battlefield can play a major role in the outcome of a battle. Most human mass battles occur during the day, but other mass battles involving outsiders, undeads, and other abominations that do not care about sunlight will occur at night. Furthermore, the elements may hamper the effectiveness of a unit.

Light Conditions. A human, dwarf, elf, halfling, gnome, half-elf, animals, etc, can see up to any distance during the daytime but must make a perception check according to their visibility range increment to make out details. Every 60' incurs a +2 to the DC to make out details. Finer details incur +4 per range increment. Finer details are those that require D20 checks to achieve a result.

Dark Conditions. Most individuals with low light visions have difficulty seeing in low light vision. Their vision is limited to the distance of their light source. A torch illuminates up to 20' radius and a lanturn up to 30' a bon fire up to 40' radius and other magical light source vary. The penalty for fighting in darkened conditions listed in the Pathfinder core. If more than 50% of the unit is fighting in darkness, add a negative dice to the unit.

Rain light. Unless the unit has aquatic type, add one negative dice to a unit fighting in light rain.

Rain, heavy. Unless the unit has aquatic type, add two negative dice to a unit fighting in heavy rain. Heavy further reduces unit movement through non-favoured terrain by half. Difficult terrain is further reduced by one quarter.

Winds light. Unless the unit has wind or nature type, a light wind will reduce perception checks by -2.

Winds, heavy. Unless the unit has wind or nature type, a heavy wind will reduce perception checks by -4

Storms. Unless the unit has a nature type, a storm adds 2 negative dice to the unit. Storms usually have wind and rain but may also carry other energy. Storms reduce perception by -8.

Energy. Energy bubbles or trails on the battlefield will affect only certain individuals as listed in the Pathfinder Core. A list of energy includes, positive (+1 morale to those native to the prime or positive place and one negative dice to outsiders, undead), negative (inverse of positive), fire (damage to those without immunity), electricity (as per fire), water (drowning), wind (considered as torrential with movement reduced to a quarter and damage), and magic (random, or specific).

Visibility on the Battlefield
(I want to look at d&d3.5 rules for determining visibility.)

Smoke
The use of fire and smoke on the battlefield is the most ancient strategy *ever. Obscuring mist is a level 1 divine spell worth 25gp as a scroll. Pyrotechnics is a level 2 spell worth 150 gp. Not a bad investment to protect your million gp army.

There is also an observation that I made with potions. The only item I could find that would act as a smoke bomb when thrown by anyone is the smokestick which only fills a 10' space. I'd imagine that every soldier on the battlefield would have 5 of these. Can you wrap them together to throw them to affect a 50' space? no, this is d&d.

A 2nd level Alchemist can make a smokebomb that has the same effect as fog cloud. Trouble is he can only throw it with a 20' range increment.

Otherwise, there is a potion of light and daylight, which is obviously not injested. With that logic, I can't see why there isn't a potion of obscuring mist, or fog cloud.

Combat
The unitt receives a number of attacks equivalent to a progression of attack values that are decreased by 6 until they reach 0 or less. The first attack is the units best attack and is used for the charges. For every attack the unit makes in a round (including the first) it progressively loses 6 to hit.

Table IX The attack formula is repeated for each number of attack until a 0 or negative value is reached and immediately resulting in no further unit attacks.

Attack
To make an attack, the player targets an attack from any individual piece that is within reach of its target and declares the use of primary or secondary weapon. The individual piece must be equiped with the appropriate weapon, otherwise damage is halved.

Melee Attack
A unit formation may attack at anytime within reach during the action sequence and may use its primary or secondary weapons for the attack. Unit attacks are taken in the order that they would follow within the action sequence as they have less of a chance to succeed during the span of the combat round. Eg, if during the round your unit has made a move, and then cast a spell, then you attack at your 3rd best value, then 4rth and so on.

Melee weapon damage is assigned by the attacker.

A called shot represents the ability for the attacker to find a weakness in the enemies armor. All called shots double the defense of the target while halving their DR (on a successful hit). A called shot can not be done if you are shaken, exhausted, confused, clashed, pinned, or otherwise affected.

Power and cleave attacks can be performed by

Ranged Attack
A unit may make a ranged attack against a visible target that is within the weapons range during the action sequence and may use its primary or secondary weapons for the attack. Ranged attacks follow the units attack sequence for determining the base chance to hit. As opposed to melee attacks, it is the defenders choice for any individual within range to take the damage.

Due to armour as DR rules, it is necessary to allow for the ranged unit to concentrate their fire within a 30' radius. The center of the radius must be positioned on one individual occupying the rank (or individual) closest to your ranged unit. An individual firing a ranged weapon follows the same 30' radius rules as a formation.

Volley
An Indirect ranged attack is taken by a longbowman unit that does or does not have direct line of sight to its target.

The volley attack is similar to a thrown weapon attack. A volley area of 50' or 100' diameter is chosen by the player. A dice is placed on the battlefield and a d8 is rolled to determine where the voley hits. If an area with 50' diameter was chosen, a -4 penalty is taken  to-hit all individuals caught within the volley, which is also calculated -4 on their critical DC check. If an area with 100' diameter was selected,  a -8 penalty is taken  to-hit  all individuals caught within the volley, which is also calculated -8 on their critical DC check.

As a full round unit action a ranged attack is initiated by the longbowman formation during any point of the players action sequence. The number of attack actions is declared by the player with the first action rolling to-hit and the remaining actions scoring a potential critical (for each remaining declared action) upon a successful to-hit. A miss will continue the attack roll to-hit at the unit's next action sequence. Indirect ranged always targets the front AC of a formation. Note that the volley is only permitted by the longbowman unit.

Weapons
A unit attacking must select only one weapon it is using for its attack. Weapons are always considered in hand for purposes of Epic Combat. Only those individuals with the appropriate primary or secondary weapon that are within reach may deal damage according to the unit primary or secondary weapon. Otherwise those individuals are ineffective at dealing damage.

Table XI

Formation Attack
The unit can attack in two manners. Individuals can expend a unit action to attack using the individual BEST value, either using a full round action if they are within reach or one attack if they move into reach. An individual within a formation must use the formations attack value at the units attack sequence, unless the formation is devolved.

When the unit melee attacks as a formation, it uses its unit attack value in the order of its current action sequence. The formation is also limited to using either a primary or secondary weapon, otherwise no formation attack is possible. The player declares how many actions the formation is using for its attack and if the target is within reach, a single D20 is rolled with the current unit Strike modifiers added to beat the target Defence as per the Armor as Damage Reduction rules found in the Ultimate Combat book http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/armorAsDamageReduction.html.

If the unit scores a hit, the attack has a chance of adding critical modifiers with 1X modifier stacking per action added to the attack. The defence can try to save against each critical as per the Critical Hits and Defense rules found in the Ultimate Combat book http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/armorAsDamageReduction.html but must take the damage from the first hit scored.

If the attack roll mises, another attack roll is made at the next action sequence (with any remaining actions added as potential criticals). The attack sequence is repeated until either a hit is scored or all attack actions have been exhausted.

Unit Defence
In Epic Combat all combat will use the alternate rules provided in Ultimate Pathfinder: Armor as Damage Reduction. The DR values do stack but can be affected by separate strikes they will be separated in two categories, the first value will be represented by DR/Armour the second defence value will be DR/(special).

Formation Damage Resolution (revise)
Note that atleast one of the assigned attack actions must score a hit to enable any damage modifier.

As an example, three attack actions are expended with the first formation attack scoring a hit. The two other attack actions are stacked as potential criticals. The defender must make two critical saves in sequential order.

Damage
Once a formation attack has scored a hit, additional damage modifiers may be added for each each individual within reach to a maximum damage multiplier of the units expertise modifier. The formations attacks are also limited by the potential number of attacks by the individual piece (this is calculated as a full-round regardless of movement). Regardless of the individuals number of attacks, the final unit damage modifier can only be calculated once per round.

Only field individuals can use the formation weapon damage. They must use only the weapon damage and wepon bonus (and not their own individual bonus). Damage buffs to the formation weapon must be able to affect all formation individuals on the field.

All final damage is allocated by the melee attacker with full disclosure of the defenders unit sheet.

DR
DR can only be applied once per individual piece per action sequence. All other damage must be taken as normal. Certain formations will by pass DR.

Attacks of Opportunity
Attacks of opportunity in Epic Combat are similar to those performed in Pathfinder with the exception that a formation can take an attack of opportunity when an enemy has ended its movement within reach (a charge does not count). Individuals taking attacks of opportunity follow the Pathfinder rules.

Only one attack of opportunity can ever be taken per individual core piece and the number of attacks of opportunity are further limited by the unit formation. It is possible through formation and static feats for other individuals within the unit to take their attack of opportunity.

Attacks of opportunity follow the units progressive attack values with the first attack of opportunity being the best. Unless otherwise specified in the unit formation, a mob formation can only receive one attack of opportunity. Whenever ranks become skirmish formations and multiple units are mixed in a large mob, an attack of opportunity can be taken from any one individual piece within reach.

CMB/CMD
Unit is calculated using base ability scores.

Table X

Combat Maneuvers
Unless otherwise noted, all combat maneuvers draw attacks of opportunity.

Epic Charge
The formation charge in Epic Combat is a devastating full round action that expends all of the formations melee attacks and requires a minimum three unit actions with additional actions added for an increase in X1 critical modifier.

Unit composition and formation plays an important role in determining the effectiveness of the charge. In addition to the usual 2X charge multiplier, a charging formation (or deemed Epic) receives an additional critical multiplier based on its reach proximity when charging. All individual that make a part of the formation must move their maxiumum speed to close the distance between their target. The rules for assigning damage follow conventional Epic Combat rules.

Reach proximity is calculated by measuring every 5' reach increment from the charging unit and its target upon final impact. For every reach increment beyond 5' the charging unit receives an additional 1X weapon critical hit multiplier that is cumulative when determining critical damage (up to its maximum reach). Eg. A Shoggoth charging has a 30 ft reach. It smashes into its target and receives [5 + 5 + 5+ 5+ 5+ 5 = 30 feet] a total of (1X+1X+1X+1X+1X+!X) 6X multiplier is added to its initial damage.

The epic charge multiplier stacks onto any existing conditional multipliers (eg mounted lance charges at 2X multiplier). A unit charging receives a +2 to hit and -2 to Defense. A critical hit from keen or natural 20 rolls add a 1X critical multiplier. Note that whips, chains or ropes cannot be used for bracing or charging.

To perform a formation charge, the charging individuals must be able to move the minimum distance of its reach or 10' (whichever is greater) and must be able to attack its intended target that is within double the units movement range. Atleast 50% of the formations individuals must reach the enemy target to perform a charge, the remaininh 50% must maintain the formation structure. The formation structure must be physically maintained when charging its target if it is to receive its structure benefits otherwise it charges as a mob structure and only receives a maximum of 2X critical multiplier.

Only those units with favoured terrain can charge into unfortified difficult terrain of the favoured type, otherwise charging is limited to non-difficult terrain. Charging through favourite terrain does not impeded movement distance. Large creatures or above in size category can always charge through difficult terrain that is smaller in size. Difficult terrain should be categorized as per size obstruction type, example, small trees, large trees, huge trees, small ruins, large building, etc. Fortified terrain refers to a terrain piece that shields a unit such as buildings, trenches, dikes, castle walls, etc.

Charging multiple different targets is only permitted if the unit has the feat mass charge.

Charge Through
Charge is a manever performed by a formation to break enemy lines. The movement through the enemy formation is considered a squeeze for the unit charging through. The break test is against the units CMD. The charge through unit receives a +1 bonus to his CMB for every 5 feet distance moved before moving into the enemy formation.

Push
A push occurs when atleast 50% of a formation moves up to an enemy formation. All unit pieces push tightly (base to base) against the enemy formation and a CMB/CMD test is made. If successful the advancing unit pushes the enemy unit together and both units are moved in the direction of the pushing unit an amount of distance equal to the difference of the CMB/CMD and up the remaining speed of the advancing formation. Moving a formation through difficult terrain is further reduced by half. A pushed unit that cannot move without breaking its formation is considered pinned. If pinned in such a manner for more than one round, the unit is considered completely surrounded.

A successful push triggers the enemy to make a formation break test DC 10 + distance moved. The push is maintained as a free action until either unit makes a movement action to separate (draws attacks of opportunity).

While the push  is maintained, the attacking formation may make a melee attack. No critical modifiers are added to the attack and instead the attack may be repeated at the next highest formation melee attack. In a special circumstance limited only to the push, this melee attack will draw a formation attack of opportunity from the enemy formation. The attacks may be repeated until all unit actions are depleated (or formation attacks of opportunity). Only those weapons with a maximum of reach 5' (and no ranged or somatic spell casting) can be used while in a scrum.

A Reverse push is a combat maneuver attempted by the opposing formation during its combat round and allows a free move equivalent at half speed.

Pinning
Pinning is a maneuver to try and hold a clashed formation from moving. The pinning maneuver grants an infantry formation a free move equivalent to try and surround a necessary 50% of the enemy unit to perform the pin. This maneuver will draw regimented attacks of opportunity. (Cavalry do no get a free movement with a pinning attempt as a portrayal of controlling the horse.) Maintaining the pin is a swift action. The break DC to get out of a pin is equivalent to the CMB achieved by the pinning unit and is considered a full round action.

Individuals within the reach of 50% (or greater) area of the pinning unit are considered pinned and can only move as per squeeze rules and may perform any other actions normally. A pinned unit may received a +5 circumstance bonus to hit if completely surrounded. Individuals within a pin do not incure negative dice. A pinned unit remains as such unless it breaks the pin with a successful CMD/CMB test against the pinning unit or succeeds individual acrobatics against the pinning CMD. A pinned unit suffers -2 to AC. A pinned formatin does not suffer any negative dice but treats all Armor as DR at half value.

Epic coup de grace
A pinned formation that is completely surrounded (100%) may be coup de grace'd as a full round action. Surrounded can also mean a piece of terrain that does not allow retreat. The surrounding unit needs to be able to force squeeze rules at any escape point to be considered surrounded. Rather than killing a pinned unit, if the pinning unit has the necessary means to bind the unit it can perform a binding maneuver using the same rules as Epic coup de grace.

A single attack is made at X2 critical and any unit damage taken triggers a morale (or Fort for Epic) check with the DC set at unit damage taken during the attack. Failure means the unit is massacred. Surrender may be a free option prior to the coup de grace upon a successful diplomacy.

In some circumstances it is possible to resolve an epic coup de grace against only those individuals in a unit that have been surrounded.

Unit Withdrawal
Unit withdrawal must always be performed in a straight line and to the maximum of double the units movement speed. Withdrawal does no provoke attacks of opportunity unless the unit is traversing through another enemy units threatening reach.

Siege and Supply
A decicive part of warfare consisted of a military organization attempting to occupy a city or fortress by cutting off its supply by method of attrition. A full on assault would involve trying to cause a breach in the castle defenses and exploit weakness by any creative means. Massive siege engines were hauled to the defended location and positioned to bombard the fortifications.

''A siege occurs when an attacker encounters a city or fortress that cannot be easily taken by a coup de main and refuses to surrender. Sieges involve surrounding the target and blocking the reinforcement or escape of troops or provision of supplies (a tactic known as "investment"[2] ), typically coupled with attempts to reduce the fortifications by means of siege engines, artillery bombardment, mining (also known as sapping), or the use of deception or treachery to bypass defences. Failing a military outcome, sieges can often be decided by starvation, thirst or disease, which can afflict either the attacker or defender.'' --wikipedia.org

Siege Engines
Siege engines in epic combat operate similarly to Pathfinder rules found in Ultimate Combat with two exceptions of design: they are fired as a line weapon, they must bypass hardness to inflict harm.

Siege engines are massive projectile weapons that have a firing trajectory of an arc. The projectile needs to score a hit with AC 5 and will affect a square (or 5' diameter in Epic Combat) in a line of squares equal to the number of dice used when calculating damage of the weapon. Each square after the first square of the line will lose one dice of damage until no more dice are available to damage a square. As an example, a light ballista does 3D8 damage on the first target (square) then 2D8 on the adjacent square (opposite the ballista) and 1D8 on the last square forming a line.

The siege engine projectile will affect the square causing damage in a line, but ulitmately affecting everyting within the square that is not positioned behind sufficient hardness. The line of projectile damage stops when it can not exceed the damage of the hardness, otherwise the line damage will continue as mentioned above. Individuals caught within a square targeted by siege engines can apply any concealment offered by the terrain to their own concealment (if any) and will be struck as per concealment % range rules (as per Pathfinder). Individuals have a hardness equivalent to their armour class with -10 subtracted (for their fleshy parts). So AC 22 becomes hardness 12. Siege weapons only affect unit hit points.

There are three modes of fire for siege engine in Epic Combat. Point-blank, direct-fire and indirect-fire. If a siege engine is being fired within 30 feet range it is considered firing at point blank and treats all hardness at half strength. Only certain siege weapons with no minimum range restrictions can be fired point blank. Direct fire and indirect fire rules are treated as per Pathfinder with the rules exceptions listed above.

Siege engines are given a number of actions equivalent to their crew +1. Each aim and load point associated with the engines listed on table 3-13 (page 161) Ultimate Combat requires an action to perform. A siege engine must be loaded to be fired. Firing a siege engine is considered a swift action.

Core points of a siege engine are 10 core points and hardness 2 for light class, 20 core points and hardness 4 for heavy class and 40 core points and hardness 5 for gate breakers. The crew each have AC 16 and 3 core points.

The points cost associated with siege engines is equal to the cost in gold divided by 10 and 1 point for each crew. So a heavy catapult would cost a 14 points.

Unit Formations
A unit may be comprised of several formations at any given time but must abide by formation rules or become devolved. Certain formations gain an inherent size category when circumventing Armor/DR as per rules found in Ultimate Combat.

Skirmish Formation
A Skirmish Formation is the basic formation of a unit. It can be composed of any core size and has only a front and a rear with the division being split at the 50/50 of the core pieces. The spacing of a skirmish formation is very loose and can be easily spread apart by an advancing enemy. When charging the skirmish formation only receives a maximum X2 modifier. The skirmish formation can only perform one attack of opportunity with its primary weapon and only at a maximum of 5' reach. CMD is further reduced by 5.

Line Formation
Line Formation is the only formation which will permit a non-skirmish formation to run as a unit. A charge or brace is not permitted in this formation. One attack of opportunity can be taken up to 5 feet from the flanks. The rows formed depend upon the corp size with two lines being common with around 15 to 30 corp size. CMD reduced by 5.

Regimented Attacks of Opportunity
Individuals within a formation replace their own attacks of opportunity with a capability to execute regimented attacks of opportunity. Regimented attacks of opportunity can be used whenever any individual (or creature) moves (attacking or not) within striking reach of the formation. This is in addition to the regular Pathfinder rules which state that attacking does not provoke an attack of opportunity. When performing a regimented attack of opportunity, the unit must be able to validate their damage potential using reach and number of attacks. For example, the unit's primary weapon damage is 1d8+10 X6. There must be 6 formation individuals within reach (or 3 with combat reflexes) to be able to deliver the full damage potential when executing a regimented attack of opportunity. Otherwise the damage potential is limited to the number of possible attacks.

An individual soldier that is not within a formation can still perform his attack of opportunity as an immediate (unit) action.

Unit Feats
Unit feats are awarded for every second level of the unit formation starting at the first. For epic creatures, unit feats are selected at a rate of one for every two hit dice starting at level/hit dice 15.

Formation Feats
Hoard Mentality: no requirements. Your skirmishers can't be easily pushed around They receive max 10' reach for one attack of opportunity with primary or secondary weapons. An enemy attempting to squeeze through triggers a CMB/CMD test. Unit charging abides by skirmish formation rules. CMD + 0.

Skilled Mentality: requires hoard mentality. Your skirmishers have front facing ranks on all sides of the unit formation. An enemy attempting to squeeze through triggers a CMB/CMD test. Your skirmisher may take two attacks of opportunity from two different individuals at a maximum reach of 15' (weapon provided). CMD + 0

Patrol Formation: requires hoard mentality or 2-rank formation. Your skirmishers gain a +2 awareness circumstance bonus. Patrol formations gain a +2 circumstance bonus when making a leadership break test. They may regroup after being broken on the following round.

2-Rank Formation: requirements: minimum corp 8, 2 closed ranks composed of professional soldiers with atleast 2 ranks in discipline. The unit is composed of two lines dedicated to frontal assault. The 2-rank formation benefits the ranks with a X3 critical modifier (weapon permitting) when charging. Up to two unit attacks of opportunity are possible from the front rank forward facing with the maximum reach of primary or secondary weapons. Brace is permitted when being attacked from the front. Shields up command stacks a +2 protection and deflection bonus to the front facing rank. Unit moves at normal speed. CMD+2 All individuals facing the front ranks provide the formation with an SR15. Any magic crossing over the front rank must roll against formation SR. SR does not stack.

3-Rank Formation: requires 2-rank formation feat and minimum corp 10, 3 closed ranks composed of professional soldiers. Similar to the 2-rank formation except that the unit is composed of three ranks permitting X4 modifier (weapon permitting) when charging. Three attacks of opportunity are possible from the front rank forward facing to the maximum reach of primary or secondary weapons. Brace is permitted when being attacked from the front. Shields up command stacks a +3 protection and deflection bonus to the front and side facing of the unit. Unit moves at normal speed. CMD+3 All individuals facing the front ranks provide the formation with an SR17. Any magic crossing over the front rank must roll against formation SR. SR does not stack.

Box Formation: requires 3-rank formation feat and minimum corp 12, 4 closed ranks composed of professional soldiers. The charge is similar to 3-rank formation and provides the capacity to resolve up to 4 attacks of opportunity from front maximum reach and sides up to 5 feet. Box formation may use brace weapon on flanks but not rear. Shields up command stacks a +4 protection and deflection bonus to the front, side and rear facing of the unit. Unit moves at normal speed. CMD+4 All individuals within the formation are granted SR19. SR does not stack.

Wedge Formation: requires 3-rank formation feat and minimum corp 12, 3 closed ranks composed of professional soldiers. Adds + strike mod to CMB when attempting to a charge through maneuver. As the formation is shaped as a wedge there is only one front facing and one rear with one attack of opportunity possible from the front facing to the maximum reach of the primary or secondary weapons. Setting a brace is not recommended while using the wedge formation (-5 penalty). Unit moves at normal speed. CMB+3

Inverted Wedge Formation: requires 3-rank formation feat or hoard mentality and minimum corp 12. Adds + expertise mod to CMB when attempting a pinning maneuver. As per the wedge formation with the exception that the forward facing of the inverted wedge is pointed inwards and the rear flank is outward. Up to 3 attacks of opportunity are possible from within the wedge and made at the maximum distance of the reach. Setting brace weapons is not recommended using the inverted wedge formation. Unit moves at normal speed. CMB+3

The Tortoise Formation: requires 3-rank formation feat, tower shields and minimum corp 12 composed of professional soldiers and closed ranks. Provides 50% + capability mod concealment from ranged attacks. This formation stacks on top of a 3-rank, box, or perfect box formation and allows for 3 attacks of opportunity and bracing as per the formation. Shields up command stacks a +4 protection and deflection bonus to the front, side and rear facing of the unit. Charging is not possible from this formation and movement is reduced to half speed. Only infantry may use this formation. CMD +4. All individuals within the formation are granted SR20. SR does not stack.

Perfect Box Formation: requires box formation and minimum corp 14, 5 closed ranks composed of professional soldiers with elite skill rank 5. As per box formation with five attacks of opportunity possible from front and flanks up to the maximum reach of either primary or secondary weapons. Shields up or evasive command stacks a +5 protection and deflection bonus to the front, side and rear facing of the unit. Attacks of opportunity can be taken from the rear up to 5 feet. Unit moves at normal speed. CMD+5 All individuals within the formation are granted SR22. SR does not stack.

The Orb Formation: requires tortoise formation, large or tower shields, and minimum corp 14 composed of professional soldiers and closed ranks. The unit forms a tight circle exposing no flanks or rear. Provides 50% + capability mod concealment from ranged attacks. Five attacks of opportunity can be taken up to 15 feet maximum and brace provides up to X3 multiplier. Shields up or evasive command stacks a +5 protection and deflection bonus to the front, side and rear facing of the unit. Moving or charging while in this formation is not possible. The orb formation cannot become pinned and is limited to infantry use only. CMD +5 All individuals within the formation are granted SR24. SR does not stack.

Reconnaissance Formation: requires hoard mentality, capability 12, min 3 scouts: allows unit to traverse the battlefield with certain agility. Move stealthily DC [unit core size] capability check at normal speed each round. Running always breaks stealth. Unit is permitted 2 attacks of opportunity up to a reach of 10'.

Gorilla Tactics: requires reconnaissance formation, min 4 scouts; allows the unit to traverse the battlefield with certain agility. As a swift action, treats difficult terrain as favoured terrain on a DC [unit core size] capability check for purposes of movement only. As a swift action, avoid squeeze rules on a DC [unit core size] capability check each round. As a swift, move stealthily DC [unit core size] capability check at normal speed each round. Running always breaks stealth. Unit is permitted 3 attacks of opportunity up to a reach of 10'.

As part of a move action the gorilla squad maneuvers within the ranks of an enemy formation upon a successful capability check against the units potential expertise. Movement of the unit may be considered a squeeze unless a successful swift action was made. No attacks of opportunity are done on a successful check, a failure will draw attacks of opportunities and stop the gorilla movement. The maneuver must roll CMB vs CMD when being attempted against a closed rank formation.

Berzerker Formation: requires Barbarians each of minimum level 4. Identical to hoard mentality but your formation rages as a unit, taking the unit level when determining rage rules as per Pathfinder Core.

Command Feats
Command feats are orders issued to the formation from the leader. Each command feat requires the unit to expend one swift or immediate action and the effective range is limited to the units area of command.

Attention requires principle formation, allows your formation to double one applicable modifier on a single D20 check. The attention command is considered an action and is issued prior to the check. Attention command is further limited to the number of times per day listed in the unit's class description.

Form on the Move requires principle formation, will permit the unit to change into a formation while moving.

Form on the Run has a prerequisite of Form on the Move and allows the unit to change formation at the completion of its running movement.

Shields Up, requires any principle formation, requires shields. This command is not possible for cavalry. This command will benefit the formation from added protection and deflection bonus respective of their formation. The units movement is reduced by half to a maximum of half when moving through difficult terrain.

Formation Ability, each individual within the formation with identical SA, SU, EX (or spell-like abilities) may perform their selected ability as long as each individual is doing the same ability and will stack at a cost of 1 unit action per 3 individuals maximum.

Improved Formation Ability, each identical individual within the formation with identical SA, SU, EX (or spell-like abilities) may perform their selected ability as long as each individual is doing the same ability and will stack at a cost of 1 unit action per 6 individuals maximum.

Greater Formation Ability, each identical individual within the formation with identical SA, SU, EX (or spell-like abilities) may perform their selected ability as long as each individual is doing the same ability and will stack at a cost of 1 unit action per 9 individuals maximum.

Evasive Action, requires any principle formation, adds half the units capability mod (rounded down) to units front, flank or rear defense as decided by the player. The units movement is reduced by half.

Double spacing, requires any principle formation, allows the unit to expand the spacing of closed rank formation up to 10' between pieces allowing a 20% + capability mod concealment bonus against indirect ranged attacks. This command lasts indefinitely or until reversed (as a swift action) to create a tighter formation for movement purposes. Double spacing does not stack with any other concealment bonuses eg, the tortoise.

Pikewall, requires any principle formation, allows the formation to trigger brace weapons on its front facing or flanks at the units best attack value and provides up to X4 multiplier to brace as reach of weapon permitting. Requires minimum 3-rank formation.

Repel Magic, requires principle formation, replaces your concealment bonus from ranged attacks to concealment from magical touch attacks for the duration of the round. Requires minimum total spellcaster [level 9] + [level of spell being cast].

Effective Command, your leader, subs and scouts are unnaffected by the first three negative dice.

Greater Command, requires effective command, your unit ignores the first three negative dice, your leader, subs and scouts are unnaffected by the frist six negative dice.

Silent Command, your commands (including maneuvering your unit) does not make any sounds.

Scout Weakness: requires rogue or ranger. As an action ability a scout is sent out to try and probe a weakness of an enemy. A successful DC based against the enemy units expertise potential or translated creatures will save bonus (using your capability mod) will grant favored enemy (+4 to strike) status to the unit for the duration of the combat.

Repel Infiltrators: requires inquisitor, rogue or ninja. As a triggered feat within the action sequence the unit can repel infiltration attempts by adding the inquisitor, rogue or ninja (or stacked) levels to the base DC. If the probe attempt is failed by 10 or more, the infiltrator is killed. One triggered the duration lasts for a number of rounds equal to unit capability modifier.

Mass Charge requires 3-rank formation and enables the unit to charge multiple targets as a full round action. The damage is divided among the targets as decided by the attacker.

Triggered Brute, requires discipline skill; your extraordinary command can contain the brutes in your unit until the moment is deemed ripe. Every round that a berserk test is passed, you decide to either reign them in or unleash the hoards. Your decision is final and once the hoards are unleashed they must exhaust their berserk rage for the duration.

Breakneck Charge. Requires cavalry, requires principle formation, when charging add one-half movement range to your charging unit.

Take Down, requires greater proficiency, full round action; your unit is skilled at taking down Epic creatures with hooks, wire, harpoons, nets, chains, etc and add the unit leadership and morale modifier to an equivalent pinning attempt on one single Epic creature. Your unit must have at least two weapons either primary or secondary that would be appropriate to this feat and that can cover at least 50% of the Epic creature. If successful the Epic is considered pinned and surrounded. The DC to break the pin is equal to the total CMB.

Epic Take Down, requires take down, full round action. Your unit can instead attempt to pin an enemy unit using a take down maneuver. Your unit must have at least three weapons either primary or secondary that would be appropriate to this feat. If successfully pinned in this manner, the unit is considered pinned and surrounded.

En Passant, requires principle formation, requires infantry class, when moving your non-skirmish formation within reach of the flank of an enemy formation you may get a free attack with the reach of your formations flank. Your free attack can be made during any point of your movement.

Static Feats
Bloodlust, any non-good, reduce your unit DR -2 to add +2 to bonus weapon damage.

Blood Rage, requires bloodlust, reduce your unit DR -3 to add +3 to bonus weapon damage. Individuals are blood frenzied and always attack the most visibly injured (bloodied) opponent.

Bodyguards, any individual that is within attackers reach of another individual that has been targeted for damage can instead take the damage at the discretion of the defender. When applying multiple damage, DR gets soaked only once and the damage carries through to other bodyguards. This requires one unit immediate action.

Righteous Might, any lawful, reduce your unit AC -2 t0 add +1 to melee core and +1 to unit damage.

Skilled Skirmisher, requires principle formation, this feat reduces the secondary move penalty DC by -10 when making a first or second attack during an action sequence.

Expert Skirmisher, requires principle formation, requires the skilled skirmisher feat. This feat reduces the secondary move penalty DC by -20 when making a first or second attack during an action sequence.

Veteran Skirmisher, requires principle formation, requires the expert skirmisher feat. This feat reduces the secondary move penalty DC by -30 when making a second or third attack during an action sequence.

Staggered blows, prerequisite martial artist, discipline skill, requires principle formation, your combination of blows cascade to epic proportion. All initial hits this round cause no damage to your enemy and instead are added as a critical modifier to the final hit which does massive damage as it is multiplied by the times you've hit your enemy this round. The enemy unit must make a Fortitude save with a DC set as the total core damage or become staggered. Unit AC is reduced -2 while performing staggered blows.

Improved Strike, requires principle formation, your final hit of the round causes bleed damage of your bonus weapon damage initially and adds a negative dice.

Sequential Strike, prerequisite professional soldier, discipline skill, improved strike. your final hit of the round causes bleed damage of your bonus weapon damage X2  initially and adds 2 negative dice. (doesn't stack with improved strike).

Epic Strike, requires sequential strike. Your combination of blows cause bleed with every strike at a rate of  your bonus weapon damage initially and adds a negative dice (does not stack with requisite feats) and the final hit is considered a confirmed critical if more than 4 hits were landed by your unit this round.

Improved Armour, prerequisite average AC 20 or greater, requires principle formation, Add +1 to your unit AC. Negate bleed damage from sequential strike.

Greater Armour, prerequisite improved armour, requires principle formation, Add +1 to your unit AC. Negates all bleed damage.

Variant Armour, an individual wearing non-natural armour may choose to deflect (absorb) one complete core damage strike per round. Upon receiving the strike, a DC 15 + core damage break test must be succeeded otherwise all (non-natural) armour that is being used by the individual aquires the broken condition. Light armour adds +0, medium armour adds +2 and heavy armour adds +4 to the dice roll. Magical armour bonuses stack with armour type, example a +2 splint armour would have +4 to succeed DC 15 + core damage break test. Only individuals wearing non-broken armour may use this feat.

Variant Shield, requires variant armour, an individual carrying a shield may deflect (absorb) one complete core damage strike per round on a successful DC 15 + core damage test. This test is unlike the armour test in that a failure will result in the core damage bypassing the shield and going directly to the individual core. Light shield adds +0, medium shield adds +2, heavy shield adds +4 and tower shield +6, magic stacks as per variant armour for determining the DC check. If the damage is negated, then a break test to the shield follows as per variant armour.

Skilled Riders, this feat reduces the secondary move penalty DC by -10 when making a first or second melee attack during an action sequence.

Expert Skilled Riders requires the Skilled Riders feat and further reduces the secondary move penalty DC by -20 when making a first or second melee attack during the action sequence.

Ranged Riders allows the formation to attack with ranged weapons without penalty before movement.

Expert Ranged Riders allows the formation to attack with ranged weapons without penalty while being mounted and having moved only once.

Ranged Marksman I: requires a target within 30 feet. Your ranged weapon may target any individual that is not part of a formation or only part of a skirmish formation. Target must be have no concealment bonus (favoured terrain not counting). Assign ranged core damage as per melee rules (against core) with unit damage applied to unit. (If target is destroyed with core damage, no unit damage carries over.)

Ranged Marksman II: requires marksman I and a target within 45 feet. Your ranged weapon may target any individual that is not part of a formation or only part of a skirmish formation. Target must be have no concealment bonus (favoured terrain not counting). Assign ranged core damage as per melee rules (against core) with unit damage applied to unit. (If target is destroyed with core damage, no unit damage carries over.)

Ranged Marksman III: requires marksman II and a target within 45 feet. Your ranged weapon may target any individual.Target must be have no concealment bonus (favoured terrain not counting). Assign ranged core damage as per melee rules (against core) with unit damage applied to unit. (If target is destroyed with core damage, no unit damage carries over.)

Ranged Marksman IV: requires marksman II and a target within 60 feet. Your ranged weapon may target any individual. Target must be have no concealment bonus (favoured terrain not counting). Assign ranged core damage as per melee rules (against core) with unit damage applied to unit. (If target is destroyed with core damage, no unit damage carries over.)

Secondary Proficiency. Add an extra primary weapon proficiency.

Exotic Two-Handed Weapon Proficiency, this feat is required to use the weapons of this category as a primary or secondary as they do more damage.

Exotic Ranged Proficiency, this feat is required to use the weapons as firearms typically do more damage.

Unit Reflexes, your formation gains an extra attack of opportunity. Only one attack of opportunity can be made by one individual per turn.

Epic Reflexes, requires unit reflexes, your formation gains an extra attack of opportunity. Only one attack of opportunity can be made by one individual per turn. One scout may make an attack of opportunity once per round within his movement range, (s)he may remain or return to where he attacked from but cannot stealth until next round.

Unit Fortitude, requires principle formation, Any individual within a non-skirmish formation each ignore the first 1d6 spill over damage per round.

Epic Fortitude. Requres Unit Fortitude, level 11, requires principle formation, all individuals within the unit each ignore the first 2d6 spill over damage per round.

Stores, your unit has a weapons and ammo cache containing multiple weapon types of various weapon grades to surpass various DR. This container must occupy a space on the battlefield of 1 square (5') per various weapon grades. The various grades have an associate cost that goes against unit value. Cold iron is -100 gp per individual, Alchemical Silver is -240 per individual, Mithral is -1000 gp per weapon, Adamantine is -3000 gp per individual carrying the weapon. Ammo is cheaper by 1/10 the cost per bundle of 25 rounds.

The Bounty, requires minimum unit level 10, 0 gp starting gear value. Working together for so long as a team has allowed your ragged ranks to aquire an assortment of useful equipment. Add 10000 gp to gear value and remove enslavement status.

Pirates Cove, requires minimum unit level 12, requires the bounty, requires veteran skill. Having stayed together for so long has proved very profitable. Add 25000 gp to gear value.

Dragons Cave, requires minimum unit level 15, requires pirates cove, requires elite skill. Your unit has proven very effective in its methods. Add 100000 gp to gear value.

Greater Giant, requires at least one giant size individual, adds +2 to CMB and +4 to CMD

Greater Gargant, requires at least one gargant-sized individual, requires greater giant, adds +4 to CMB and +8 to CMD

Greater Colossus, requires at least one colossus-sized individual, greater gargant and adds +16 to CMB and +32 to CMD

Casting Feats
A spell check can be attempted as a swift action to determine if a unit within the range of visibility has the capability of carrying out any of the casting feats on the battlefield.

Scholar Organization: Allows an individual spellcaster within visible range to determine what feats and school and type enemy unit is. The DC is capability based set at the enemy units

Institutional Organization: Requires scholar organization, requires -100 gp per all unit point gear value, discipline skill minimum 12. Increase your highest individual spell caster by +1 level during Epic Combat.

Isolation Node I: You may target one individual with your ray or ranged spells. One dice is removed from your total unit damage dice and instead deals core damage, the rest of your spell damage deals unit damage.

Isolation Node II: Requires isolation node I. You may target one individual with your ray or ranged spells. Two dice are removed from your unit damage dice and instead deal core damage, the rest of your spell damage deals unit damage.

Isolation Node III: Requires isolation node II. You may target up to two individual with your ray or ranged spells (spell permitting). Three dice are removed from your unit damage dice and instead deal core damage, the rest of your spell damage deals unit damage.

Isolation Node IV: Requires solation node III. You may target up to three individual with your ray or ranged spells (spell permitting). Four dice are removed from your unit damage dice and instead deal core damage, the rest of your spell damage deals unit damage.

Improved Spell Casting: increases the range of your spells to the distance listed within the Pathfinder core.

Greater Spell Casting: requires improved casting, the spell area of effect is increased and becomes as listed in Pathfinder core.

Epic Spell Casting: requires greater casting and advanced mass casting, your spell damage increases and is as listed in Pathfinder core.

Advanced Mass Casting: enables spellcasters within a unit to cast multiple spells together as a full round action. Some spells may combine to form Epic Spells. When casting identical spells, every third spell increases the range and damage by X2

Epic Mass Casting: requires epic spell casting, enables spellcasters to trigger a combination of spells to enable a powerful new spell.

Epic Command (spell): requires spellcaster or psionist and leadership 30+; enables the unit leader to order an enemy unit in command range, thus effectively taking over the unit s action. A Successful DC will grant leadership over one enemy unit action. The DC is leadership based upon the enemies Core Potential + morale modifier.

Spell Reflect: requires scholar epic null zone, spell caster of the equivalent level or higher of the spell being cast. Upon setting a trigger for spell reflect and a successful unit capability based DC check+ spell caster level against the unit spellcaster level DC + unit capability modifier + spellcaster modifier (int/wis) + spell level, you reflect the spell back from you in the direction of your choice.

Null Zone I, requires minimum level 18 combined spell caster(s), scholar feat; if spell caster does not cast this turn a null zone is created that negates all spells within 10' radius of the spell caster. The spells negated by the null zone are at an equivalent or lower level than the spell caster.

Null Zone II, requires null zone I, minimum level 21 combined spell caster(s); as per null zone but increases radius to 20' from caster and nullifies all spells being cast at up to two levels higher than spell caster.

Null Zone III, requires null zone II, minimum level 25 combined spell caster(s). As per null zone but increases radius to 40' from caster and nullifies all spells being cast at up to four levels higher than spell caster.

Null Zone IV, requires null zone III, minimum level 36 combined spell caster(s). As per null zone but the radius measuring 50' can be set at a range of up to 50' by the spell caster and effectively negates all spells at up to double the spell casters level. Once the epic null zone has been established it remains until dispelled. Setting the null zone requires a unit action but then frees the spellcaster from concentrating on the null zone hence allowing him freedom of actions in subsequent turns.

Siege Feats
Advanced Fortifications. Requires fortify skill. You are adept at constructing lasting fortifications and thus add +5 circumstance bonus to the DC when being destroyed. A unit fighting with your fortifications add the units capability to AC while within the fortification and do not incur a -4 penalty when fighting within the fortification.

Improved Fortification, Requires advanced fortification. You set up spikes outwards of your fortification that require any individual trying to breach the area to make a DC check based upon the DC of your fortification (add terrain, racial and craft modifiers apply).

Teamwork Feats
Pathfinder teamwork feats may be taken in lieu of unit feats with some minor consideration to the rules.