Epic Combat for Pathfinder

[This material is written by John Desgagne.] Here is a link to the New Epic Combat

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 core piece of the unit. A number or symbol written on the sheet can be assigned to the respective miniature on the field for identification during play. Each unit must have a Leader and can have a subordinate in the form of a sergeant or officer.

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.

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.

Size denotes the size of the core piece. M is humanoid. If a core piece is mounted then only use the larger size value where a horse is L.

Primary class of the core piece refers to its class with the most levels. If class levels are tied then use the class with the greater D-Type.

Levels refers to the combined class levels of the individuals.

AC is the armour class of the individual.

TAC is the touch armour class of the individual.

D-type is the hit dice used for the primary class/type of the individual core piece assigned to the unit. The designation of Core Point Bonus attempts to factor hit points of the core piece by association of typical corporeal girth of the D-Type on the battlefield.

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.

Each level of Unit Classification will require a certain amount of specific Individuals (classes) measured in Corp Points. The command structure will also dictate the corp 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,

Sea Raiders, Maurauders, Adventurers

Artillery Engineers, Siege Engineers

Unit Classes in detail.

Command Structure
The command structure is composed of three primary elements: Command, Leadership and Intelligence.

The top tier of the command structure in Epic Combat is called Command is determined by the organization and reflects the overall composure of the unit  The parent command is responsible for unit logistics which governs moving, housing and supplying troops and equipment.

Leadership of the unit is the second tier and takes instruction from its parent command. Leadership s used to advance the unit and is responsible for effective communication.

Intelligence is the third rank of the command structure and will be used for scouting, and supply.

Core Points
Table I Unless deemed Epic, each individual receives either +1, +2 or +3 core points for every two levels. Starting with the first level, calculate the appropriate sum of core point to its D-Type. The sum of bonus core points is then added to the core piece level to determine its relative hit points that henceforth are known as core points.'' As an example, a 7th level Fighter is of the D10. It receives +2 core points at level 1, +2 core points at level 3, +2 core points at level 5 and +2 core points at level 7 for a sum of +8 core points that are then added to its level 7 for a combined total of 15 core points. Individual constitution bonuses only add a singular bonus of + 1 core points for every constitution bonus, eg +2 for Con 14.''

In Epic Combat the core points represent the physical damage an individual can receive before becoming disabled. When taking damage, use a small dice beside the miniature and record the damage taken on a paper. Upon reaching 0 core points, an individual becomes disabled. Whenever a core piece suffers a negative to its core points, it must make a Unit Fortitude save DC 10 + (immediate damage taken beyond 0) + (negative dice) or die. If the save is successful the core piece stabilizes at 0 and is rendered unconscious. Unless the piece is healed, the piece is left behind and a negative dice is added to the unit. An individual dies when its negative damage equals its total core points. Once an individual is healed it may immediately become active (possibly drawing an attack of opportunity if standing) and may act as normal.

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.

Individual Class Information
Table II A brute has a chance of berzerking each round on the battlefield that is proportional to its level increment. Use all [brute points buy] + [round number] - [potential leadership] to determine a percentage chance for the unit to enter rage for 1D4 rounds. The unit cannot be issued any commands and is given a -2 AC penalty and -2 penalty to hit. The unit reverts to a skirmish formation and doubles the normal core damage on all weapon damage The unit must wait 1D4 rounds before entering rage again and adds 1 negative dice for every round that it raged. A brute will grant +1 fortitude for every 7th level brute starting at 7th.

A professional soldier is the bread and butter of any military organizations. They may add the greatest value to any organization in the form of security, development and emergencies. They are the only individuals qualified to form proper military ranks. A professional soldier will gran +1 fortitude for every 7th level fighter starting at 7th.

Each banner herald within a unit starting at level 4 and every 4 levels thereafter will remove one additional negative dice with a successful leadership rally. It will also add +2 hit points per every 4 levels of the bannerman to the unit leadership rally. A banner herald may communicate one range increment equal to the leadership command range for every 4 levels of the banner herald.

When dealing with beasts within a unit, they are most likely hired or enslaved to join the ranks of man. Follow the description given under organizations in the Pathfinder Beastiary to determine their function and subordinates. Their treasure description does not reflect their gear value, but can be found by a unit and may add to the units gear value if properly liquidated. A beast retains any magical items, armour or weaponry that it is assigned within the beastiary and can add this bonus at half value (or less) when dealing damage or otherwise affecting the game. A table of mixed creature types will follow. eg undead will not work with living unless necromantic in nature. Evil outsiders will only work with the five races if either race or outsider is enslaved.

Gear Value
Gear Value is a reflection of the quality or modern equipment carried by the unit. It is measured by the appreciable yield or loss of the individual to the unit command. Starting with the leader, add the gear value of each individual core piece respective of their yield or loss per point. The sum of each individual gear value is then added to form a combined gear value. As a final calculation, the combined gear value is divided by the number of individuals within the unit. Any combined gear value that is a negative becomes 0 gp and an undecided element within the unit is considered enslaved.

The gear value for individuals from the beastiary need be determined by the creatures role as per page 297 in the Beastiary. Simple mounts are ignored when determining average gear value unless they are a special mount, then they are also included as a core piece.

Table III

To receive a unit gear value bonus, the average gear value of each unit individual must meet the listed minimum requirements. Based upon each individuals distributed gear value, it is possible to determine the individuals potential armour class, weapon profile and personal equipment. Eg, the cost of a +1 weapon is 2315 gp and banded armour is 250 gp and tower shield is 30 gp. So with a minimum gear value of 2595 gp, we know that the individual can be equipped with a +1 long sword and has an armour class of 21 while a max movement speed of 20 feet. For another 50 gold he can have clothing, a tent, backpack, bed roll and some food.

A remainder can be taken from the average minimum requirement to form a pool that can then be individually distributed by the unit command. (The pool can be quickly calculating by subtracting the minimum requirement from the individual average and multiplying the result by the number of individuals within the unit.)

It is permitted to purchase special magic equipment from the unit pool. The special magic equipment may be used by the individual during the unit round and may benefit the unit in certain situations. Eg an individual bypassing magical DR within reach of his magical weapon.

A PC may always choose to contribute his own personal wealth to increase the gear value of his unit. Adding wealth to a 0 gp unit will remove its enslaved status. There is a 50% depreciation of any wealth discovered and allocated to a unit on the battlefield. This penalty is to expose a redundancy that the unit cannot use multiples of similar equipment found while adventuring. Equipping a unit that is out of supply is impossible.

Supply
Unit supply is a condition that affects each unit on the battlefield. There are five levels of supply, very poor -2, poor, -1, sufficient 0, good +1, excellent +2. These values as determined by the campaign setting and will be assigned to each unit on the battlefield by the GM.

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.

Mounted is the speed of the unit while mounted. Leave blank if unit is not mounted.

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

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.

Experience and Level Advancement
Life is cheap on the battlefield.  If a unit wins by capturing another unit (for the inquisitors), it gains equivalent CR points value of the unit. The surrendered unit will always be the responsiblity of the capturer in terms of extended survival or if necessary: liquidation. If the unit wins by massacre the unit is gains XP CR-1 value and if the unit wins by completely routing a unit off the board, XP CR-3 is value is awarded.

XPs are always divided among all allied units on the battlefield and calculated at the end of the battle.

The experience award is used to replenish the fallen ranks first and then distributed evenly to those soldiers that did not yet receive an award from the last battle. Ranks can only be trained and replenished within a supplied area and may take a number of weeks depending upon the supply conditions of the war.

Experience points should always be distributed within the unit as proportional to individual points cost. So a piece costing 20 points should get twice the XP as a piece costing 10 points. There is an algorythm for this (which I may or may not figure out later).

Corp Points
Corp Points are used to build a unit in Epic Combat. Individual pieces are purchased based upon their relevant CR. Individual corp 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 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 will also be used to determine the pull of certain unit factors such as command structure and unit alignment.

Table IV

Mounts
The associated CR cost of a mount is stacked unto the corp piece using the mount to create a final corp sum (as it's assumed that the individual will be with his mount at all times during Epic Combat.  The mount line can be opened below the individual stat line to enter the mounts stats. All mounts will add value to the Epic Sheet.

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 Hit Points
Unit Hit Points are a reflection of the combined operational hit points of the unit. (This score is different than individual core points.) Damage taken by an individual will initially affect unit hit points to a maximum of the individuals assigned unit hit point value. Any damage taken during the entirety of the round that exceeds the individuals unit hit point value will spill over to subtracted from the individuals core points. The individuals unit hit points buffer is replenished the next round if there are unit hit points remainding. l

The Unit Hit Point total is the sum of all core piece class levels and combined core points. Individuals found in the beastiary halve their listed unit hit points (found as a +value beside their hit points) rounded down.

When Unit Hit Points are reduced to 0, the unit must immediately make a morale check. All damage taken beyond 0 to the Unit Hit Points are instead subtracted from the core points of any core pieces within the reach of the damage (defenders choice). If there are no core pieces within reach of the damage than the damage is avoided.

Unit Fast Healing for having a cleric in their ranks will heal 1 unit hit point at the beginning of the round for every +1 Unit Fast Healing (1/3 Cleric levels).

Healing using potions and spells is done halving the combined dice rolled and bonus. The precise number of healing dice and bonus must be assigned to core and or unit hitpoints of an individual before rolling the dice. As an example if a 10th level cleric casts cure serious wounds, first he assigns two dice to unit hit points and one dice + bonus to core; the dice are rolled and everything is halved.

Unit Size Value is the combined size value of all core pieces within the unit. Medium counts as +1, Large is +2, Huge is +8, Gargant is +16 and Colossus is +32. Every piece that is a large size or larger adds a bonus to the unit CMD.

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

Strike is the units assault value.

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

Capability is the units skill at implementing warfare.

Corp is the units footprint.

Leadership is the units effective command.

Morale is the units willingness to combat.

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.

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. Saving Throws                                      Unit saving throws are based upon the combined values of the unit. An individual may always use their own saving throws in lieu of the unit saves but only one saving throw is ever permitted.

The units Fortitude save is based upon the combined value of unit hit points. Eg if the unit has 175 hit points then the unit is between 26-27 and provides a fortitude save bonus of +8

The units Reflex save is based upon the units capability. Eg a capability of 18 will provide a unit reflex save of +4.

Unit Will save is based upon unit Morale.

Unit Ability Scores
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.

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.

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.

Chain of Command
A unit requires a chain of command that is comprised of appointed subordinates. Every subordinate adds his levels and combined Skills then divides by 4 (round down and minimum 1) to obtain a subordinate modifier that is applied to the units leadership. The greater the chain of command, the higher the points cost for the subordinates. The subordinate modifier can not exceed the leaders level.

A scout will add an improvement to a units capability potential on the battlefield. Add all scout levels and multiply by two to obtain a scout modifier to be added to the units combined skill. A core piece must be permitted to be a scout in its class profile (or have an appropriate skill-set in the beastiary) if it is to be used by the unit. It is possible for a subordinate to be a scout. A scout does not add a negative dice to the unit when it leaves the leadership command distance.

A scout will increase the initial visibility range of the unit by up to one range increment when appropriately distanced from unit command. The scout must still be able to effectively communicate as per individual means found in the Pathfinder core. While communicating the scout may trigger enemy perception checks if within their range.

Table VIII

Ability modifier scores can be found in the Pathfinder Core http://www.d20pfsrd.com/basics-ability-scores/ability-scores and are determined by the Base Ability Score.

Unit Armour Class is determined by an average taken from the units [second highest core piece AC] + [second lowest core piece AC] then divided by 2 + [Equipment Value]

Unit Touch Armour Class is determined by an average taken from the units [second highest core piece TAC] + [second lowest core piece TAC] then divided by 2

Combat
The unitt receives a number of attacks equivalent to a progression of attack values that are decreased by 5 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 5 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.

Attacks of Opportunity
Attacks of opportunity in Epic Combat are similar to those performed in Pathfinder and may be taken by the defender at any time an enemy unit individual moves through or out of its reach. Certain other actions in accordance of Pathfinder rules governing attacks of opportunity may also draw an attack. 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

Attack
To make an attack, the player targets an attack from one 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. Only one unit attack can be made per individual piece (unless a full round attack has been initiated by the individual). The next unit attack must be made from another individual piece within reach at the next progressive unit attack (to hit) value. An individual within a formation must use the formations attack value at the units attack sequence, unless the formation is devolved.

Damage in Epic Combat is delivered by two distinct methods: core damage and unit damage.

Core Damage
Core damage is physical damage delivered by the unmodified base (d-type) of the weapon and specifically targets core points. Core damage can only be taken by core pieces within the reach area of the damage. The choice of assigning core damage (to target pieces) is always up to the attacker. Any weapon that attacks that is not a primary or secondary weapon only deals half-core damage rounded down.

A Limiting Factor to Core Damage
Core weapon damage is limited to the strike modifier of the unit. Regardless of weapon damage type, the damage can never exceed the units strike modifier or if the individual is fighting as an independent, then his own strength modifier. As an example, a pole arm does 1-10 damage. The unit has a strike of 24 giving it a +7 modifier. The damage rolled can never exceed 7 core point damage and when determining damage, a 10-sided dice is used (as per the 1-10 of the weapon damage) and any results above 7 become 7.

The limiting factor to core damage when using ranged weapons (in conjunction with the Marksman Feat) will us the units expertise modifer when calculating maximum core damage. An independant can always choose to use dexterity modifier instead of his units expertise.

A limiting factor will not apply to independants deemed "Epic"

Unit Damage
Unit damage is considered potential damage delivered by added damage modifiers, ranged attacks, spells, energy, etc and only affects unit hit points. An individual can not take more unit damage in a round then his total individual unit hit points. In the event that unit hit points does reach 0, the unit damage transfers to corp damage in the form of 1d6 for every 6 unit hit points damage. Damage distribution to core points from unit damage is up to the defender and must be assigned to pieces within the reach of the damage. If no core pieces are available then the damage is not taken. An individuals capacity to take more unit hitpoint damage is reset at the beginning of the next round.

Spill Over damage occurs when unit hit point damage exceeds an individuals unit hit point total in one round. The unit damage peaks and for every additional 6 unit hit point damage (rounded down) the attacker rolls 1d6 core damage against the individual. Example, a 30 hit point fireball hits an individual who has only 15 unit hit points. The unit takes 15 hit points damage and an additional 2d6 damage spills over against the core of the individual.

Magic Weapons
It is possible for individual core pieces to be equipped with magical weapons. Only those pieces within strike range can add their magical damage to affect unit damage (or bypass DR). Only the single most damaging magical weapon modifier (and extra damage, eg sonic, fire, etc) is added to the equipment value and can only damage unit hit points.

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

Deemed Epic
The design of Epic Combat for Pathfinder allows players to combat creatures with high CR values from the Pathfinder Beastiaries. When calculating the core points and unit hit points of an Epic creature, look at the hit points description and use only the numbers in the parenthesis. The number is presented in the form (XdY+Z) The first and second values denote the base core points of the creature and the last value is used to determine unit hit points.

As an example, a Shoggoth  has (23d8+230). The Shoggoth is deemed "Epic" and has 23 hit dice which grants 23 core points + it uses a d8 for an additional +1 core points for *every hit dice for a combined total of 23 + 23 equals 46 core points. It then adds it constitution bonus (31 gives +10)  to its core points (46) giving it a final result of  56 Core Points. (It doesn't seem like much but try getting close to this thing.) As the Shoggoth is considered an Epic, Its equivalent unit hit points remains at 230.

The Shoggoth also has fast healing 10 (every 5 points of fast healing equals 2 for purposes of Epic Combat and directly affects unit hit points gained per round). It has DR 10/-- which provides damage resistance to core points at a rate of every 5 points of DR providing DR 2 for purposes of Epic Combat (so DR 4/--). It has Resist 20 against acid, electricity and fire which is calculated at a rate of every 2 points of resist granting Resist 1 for a total of Resist 10 when resisting attacks against its unit hit points. Any complete immunities remain unchanged.

Epic Individuals
Epic units composed of a singular individual or creature of CR 15+ or hit dice 15+ use their base stats for determining cmb, cmd, perception, etc and never half their core points or unit hit points when starting on the battlefield.

Negative Dice
During the course of Epic Combat a unit may suffer detrimental effects that will have a negative impact on morale. 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,, 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 and to hit and damage rolls are assigned a negative value equal to the negative dice. The only method to remove a negative dice is by means of a successful leadership rally at a rate of removing one negative dice per rally. Any time the negative dice exceeds a units damage 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.

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

Unit Morale
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.

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.

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.

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.

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.

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.

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.

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

There are two initiative results for the unit. The first result is determined by rolling a D20. This is to be the units base initiative and is retained for the length of the combat. The second initiative is the potential initiative and is a result of the units capability modifier added to the units base initiative.

If the units capability modifier is 0 or a negative value, then subtract -2 or the negative capability modifier (whichever is greater) from the base initiative to achieve a (negative) modified base initiative. In this case, the potential modifier becomes the original D20 result for the unit.

Swift Actions
There are two swift actions permitted per unit round, one is taken during the primary and the second is taken during the secondary action sequence. The number of swift actions to the indivudiual is furter limited to one individual swift action per round and can only be taken as a part of an individual action. All immediate actions counts as a swift action for the unit.

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 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. As a full round unit action, only one attack is made at the units third attack sequence and any damage is multiplied by the units total number of attacks.Indirect ranged always targets the front AC of a formation. Note that the volley is only permitted by the longbowman unit.

Individual Actions
An individual piece that is a leader, subordinate or scout may take a separate action apart from the unit that counts as taking a unit action at the order sequence of the unit. This action can be taking a full round action as per Pathfinder: multiple attacks, OR charging  on the primary initiative or making one attack, casting one spell, using one item, or using one ability on the primary or secondary initiative of the unit.

The action taken on the secondary initiative can be combined with a free move equivalent that counts as one of two moves for the individual; the second move action only being permitted as a secondary unit movement. The action can also be combined with one free individual swift action. Individual swift actions do not go against the maximum swift actions permitted by the unit but are also limited to only affecting the individual or one other individual.

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, -5 for the second and -10 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.

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 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 secondary movement 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
Magic in Epic Combat has the advantage of multiplying its damage across more individuals than in a typical Pathfinder game. All spells, psionics, spell-like abilities, or energy (EX) abilities have their durations, damage, healing, range, and area affect halved in Epic Combat with a minimum value of 1. Eg, 4D6 becomes 2D6.

The DC, number of targets and description remain unchanged with the exception that simple mounts do not count towards the number of targets. Certain effects require adjustments to maintain the mechanical equilibrium such as spells that grant temporaty hit points at a rate of 1 core point for every 5 hit points.

Healing spells will cure either core points or unit hit points at the rate of half. The choice of what to heal, that of core points or that of unit can be divided by the healer while bearing that core points need to be healed by touch.

Cones are only reduced by one third the distance, so 15 feet become 10 feet. All trample damage is reduced by half. All targets are reduced by half.

A summoned creature appears on the battlefield at the end of the round and attacks as a unit individual, adding its weapon core damage to its unit damage together and will affect only half its damage to an enemy unit hit points. A summoned creature can do full damage if its weapon is listed as a unit primary or secondary weapon.

Bleed, Ability Damage and Energy Drain
Every 3 points of bleed will cause 2 points of core damage (min 1) and add one negative dice per individual affected. Every 3 points of ability drain or damage will cause 2 core points damage (min 1) and add one negative dice per individual affected. Every 1 energy drain will cause 2 core points damage and add one negative dice per individual. The core damage is a permanent adjustment to the individual unless removed by means appropriate to Pathfinder. Eg ability damage can be cured by lesser restoration.

Bleed, ability damage and energy drain are non peristent in Epic combat other than the encumbrance of one negative dice per individual. Eg, the individual does not continue to take bleed damage unless struck again, wherby he takes core damage.. Negative dice added to the individual or unit affected by bleed, ability damage and energy drain should be a different colour to denote. Only one negative dice per bleed or ability damage or energy drain can be stacked upon an individual, so getting bleed damage twice will result in only one negative dice, but getting hit with bleed and energy drain will result in two negative dice.

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.

Brace
The ability for a unit to brace for a charge is a triggered action. Unit formation and composition plays a relevant factor when bracing for a charge. The reach proximity that a unit is charging into will add 1X damage multiplier for every 5' reach (of the brace weapon) when bracing for a charge. For example a Shoggoth ending its charge distance within the 5' reach increment of its target will grant a unit bracing with 10' reach long spears a 2X brace damage multiplier.

The units primary or secondary weapon can be used to brace for a charge and must be a "brace" weapon. A unit bracing for a charge always strikes before the charging unit. Certain formations with the Pikewall feat can increase brace damage as according to their rank structure. The allocation of core damage from a brace to the charging core pieces is left for the charging player to decide and if no piece is within reach then no core damage is taken.

SA, EX
Using a special ability or extraordinary ability or attack takes an action sequence and follows the individual rules for unit action sequence.

Communication
The ability to communicate is given as an opportunity for a unit to make a diplomacy attempt. It is also an action ability used to communication battlefield intentions (concerted efforts) with allies by the use of banners, trumpets, drums, or magical means. The allowable distance to communicate is line of sight and cannot exceed double the leaders command distance.

Feats
Certain feats and skills are required to be used as an action ability during the units action sequence.

Use an item takes an action ability. Items include mechanical or magical and take effect as indicated in the item description.

Rally is a units attempt to improve its morale during the action sequence. The DC check is based upon the leadership's ability score vs the units current morale. Every successful rally will remove one negative dice from the units total. This is the only way to remove negative dice from the unit.

Rally will heal unit hit points at a rate of leadership mod to the unit per successful rally.

Full Round Action
A Full round action for the unit is started and completed on the players potential initiative. A fiull round action includes attempting combat maneuvers such as charging, or running, or firing indirect ranged, or mass special/extraordinary ability, or mass spellcasting or unit withdrawal. No other action abilities can be taken by the unit when performing a full round action.

Epic Charge
The unit Charge in Epic Combat is a devastating full round action that expends a minimum three actions. Unit composition and formation plays an important role in determining the effectiveness of the charge. A unit receives a critical multiplier based on its reach proximity when charging. A unit comprised of a formation also receives a critical multiplier based on its rank structure and maximum weapon reach when charging.

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 multiplier that is cumulative when determining damage (up to its maximum reach). 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 (2X+1X+1X+1X+1X+!X) 7X multiplier is added to its core and unit hit point 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 AC. A critical hit from keen or natural 20 rolls add a 1X multiplier. Note that whips, chains or ropes cannot be used for bracing or charging.

To perform a unit 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 unit individual must reach the enemy target to perform a charge, the other 50% are provided only one primary move. The units rank 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.

The Epic Charge is a full round action that requires the units full concentration and thus no other (individual) actions or attacks can be taken during the round. All individual core pieces contributing to the charge must move their maxiumum speed to close the distance between their target.

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.

Running
Running is permitted for a skirmish or line formation and allows the unit to move through non-difficult or favorite terrain at 3 times the unit speed for a skirmish formation and 4 times for 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.

Mass Special/Extraordinary or mass spellcasting necessitates that the entire unit is using the same ability or casting the same spell, eg teleport, dimension door, etc.

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.

Action Sequence
Table XII

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 and if both primary and secondary swift actions have been taken already then no immediate actions are possible this round. A 10 can be taken during your secondary sequence by forgoing your primary swift action. A 20 cannot be taken on the battlefield (unless at the start of the battle or completely undetected).

Aid, Ambush, Ascend, Camouflage, Camp, Circus Tactic, Counter-Ambush, Counter-Intimidate, Discipline, Elite, Fortify, Hand-to-Hand, Herald, Infiltration, Intimidate, Looting, Medic, Messenger, Pillage, Reconnoiter, 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 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.

Ascend is the skill of the unit to climb a vertical surface. Each skill rank will permit 10' of vertical ascent using a knotted rope or ladder, up to 100'. When taking the 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 ascension as per Pathfinder rules.

Unit 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.

Unit 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 5 ranks will permit the camp level +1. Circus Tactic is a skill initiated at the beginning of a primary or secondary movement to help your unit escape a unit pin or grapple. Add capability + skill ranks to break against CMD.

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

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 is a skill 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 is a skill of erecting 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 AC 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.

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

Medic allows 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 is just that, a messenger. DC 10 + 1 for every 30' increment of distance traveled from leader to destination to a maximum of DC 20. Will he be skillful enough to not get his head sent back?

Perception is trained as a unit and adds a bonus of +1 fo each individual for every 5 ranks spent.

Pillaging is 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)

Reconnoiter is a skill of investigating enemy positions, basic strengths and anticipated movements on the battlefield. A successful check will permit some gentle metagame information by asking the player where he intends to attack, etc. DC is capability+ ranks vs expertise of unit.

Sentry allows you the skill of being perceptive while on duty. A maximum of one sentry may be on duty for every 5 skills 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 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.

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.

Veteran adds +1 for trained skill checks for every 5 ranks.

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

Charge Through 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.

Pinning is a maneuver to try and hold the unit from moving. The pinning maneuver grants an infantry unit a free move equivalent to try and surround a necessary 50% of the enemy unit to perform the pin. (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 strike 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 Scrum may be attempted by any infantry formation other than a line or skirmish and includes a free move equivalent to initiate. 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 scrumming unit an amount of distance equal to the difference of the CMB/CMD. A successful scrum triggers the enemy to make a formation break test DC 10 + distance moved. The scrum is maintained as a free action until either unit makes a movement action to separate (draws 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. Moving a unit through difficult terrain is further reduced by half. A scrummed 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 Reverse Scrum is a combat maneuver attempted by the opposing formation during its combat round and allows a free move equivalent at half speed.

Epic coup de grace. A pinned unit 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.

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.

Formations
Formations are based on corp size and are generally only employed by the five races as a method of war, although it is not unheard of certain creature types to mimic formation feats. The form-up command orders the unit into a drilled formation and takes a move equivalent and a morale check if the unit has been devolved. While a unit is in formation it is possible to issue a pivot command as a swift action which will enable the unit formation to turn up to 90-degrees maximum while moving. The unit must be within range of the leadership radius and have normal morale otherwise a morale check is required. All necessary core pieces should stay within reach of each other at all times to maintain their formation, if a break in the spacing occurs as a result of enemy or terrain or etc, then a morale break test must be made.

A closed rank formation requires the individual pieces to be positioned no more than 5' from each other and grants a +4 to the DC test of a unit trying to squeeze through.

A unit composed of auxiliary individual pieces unnecessary to the formation may hang back from the formation but must remain within the units command radius (or incur negative dice). There can only be one formation within any unit. When charging as a formation atleast 50% of the core pieces of the unit must be able to participate.

Principle Formations
Skirmish Formation is the basic mob formation of a unit. It can be composed of any corp 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.

There can only be one formation within any unit. When charging as formation atleast 50% of the core pieces need to participate.

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.

Unit Feats
Unit feats are awarded for every point of expertise modifier starting with 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 reack 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 10, 2 closed ranks composed of professional soldiers and disciplined skill. The unit is composed of two lines dedicated to frontal assault. The 2-rank formation benefits from a X3 modifier (weapon permitting) when charging. Up to two 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 +1 capability bonus. Unit moves at normal speed.

3-Rank Formation: requires 2-rank formation feat and minimum corp 15, 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 +2 capability bonus. Unit moves at normal speed.

Box Formation: requires 3-rank formation feat and minimum corp 20, 4 closed ranks composed of professional soldiers. The charge is similar to 3-rank formation and provides the capacity to resolve up to 3 attacks of opportunity from front maximum reach and sides up to 5 feet. The units capability modifier can be applied to the front facing armour class of the unit as a swift action at the start of the round. Box formation may use brace weapon on flanks but not rear. Shields up command adds capability to units flank AC and stacks +3 capability bonus to front AC. Unit moves at normal speed.

Wedge Formation: requires 3-rank formation feat and minimum corp 20, 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.

Inverted Wedge Formation: requires 3-rank formation feat or hoard mentality and minimum corp 20. 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.

The Tortoise Formation: requires 3-rank formation feat, tower shields and minimum corp 20 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 adds capability to units flank AC and stacks +3 capability bonus to front AC. Charging is not possible from this formation and movement is reduced to half speed. Only infantry may use this formation. CMD +5.

Perfect Box Formation: requires box formation and minimum corp 25, 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 command stacks +1 capability to units flank and rear AC and stacks +4 capability bonus to front AC. Attacks of opportunity can be taken from the rear up to 5 feet. Unit moves at normal speed.

The Orb Formation: requires tortoise formation, large or tower shields, and minimum corp 30 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 command stacks +4 capability to units front, flanks and rear AC. 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

Reconnaissance Formation: requires hoard mentality, capability 18, 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 feat require one swift action and effective communication range from the chain of command.

Attention requires principle formation, allows your unit to double one applicable modifier on a single D20 check. The attention command is considered an aid action and is issued prior to the check.

Form on the Move requires principle formation, will permit the unit to change into a formation while moving and does not expend an action ability other than the command order itself.

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, adds the units capability mod to the formations front facing armour class. This command is not possible for cavalry. The units movement is reduced by half to a maximum of half when moving through difficult terrain.

Evasive Action, requires any principle formation, adds half the units capability mod to units front, flank or rear armour class 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 AC -2 to add +2 to melee core damage.

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, prerequisite professional soldier, discipline skill, requires principle formation, your final hit of the round causes bleed damage at a rate of 1.

Sequential Strike, prerequisite professional soldier, discipline skill, improved strike. Your combination of blows cause bleed with every strike at a rate of 2 per hit (doesn't stack with improved strike).

Epic Strike, requires sequential strike. You combination of blows cause bleed with every strike at a rate of 3 per hit (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.