Squad Combat

Due to their size and numbers, squads have access to special attacks which strike a large number of units at once. These attacks differ between melee and ranged squads, while gunnery squads have their own rules regarding how many units are hit by their attack, found in the page for the guns in question.

Melee squads may take a complex action to make an attack which hits an area in front of them equal to half the size of their squad. In combat against another squad, this strikes the front half of the enemy group, including any generals or other units within that area. Because this attack is a complex action, the squad may make no other attacks the same turn, but does not take any of the penalties normally associated with making a ranged attack. When this attack hits an opposing squad, the attacking squad’s base damage is multiplied by 5 for the purposes of calculating damage dealt to that squad.

Ranged squads may take a complex action to make an attack, a “hail of arrows”, which hits an area of 3 meters for every 20 points of final attack the squad has. Because this attack is a complex action, the squad may not make any other attacks the same turn, but does not take any of the penalties normally associated with making a ranged attack. The attacking squad may designate which targets in the area are hit, but if they do so, the attack takes a -40 penalty.
When this attack hits an opposing squad, the attacking squad’s base damage is multiplied by a number equal to the approximate percentage of the units in the enemy squad hit, divided by 10. For example, if the attack hits approximately 30% of the enemy squad, the attackers’ base damage is multiplied by 3. If the attack covers the entire squad, the attackers’ base damage is multiplied by 10. This attack deals unmodified damage to generals or other single units caught in the area.

Squad Combat

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