Squads represent rank and file of Small or Medium creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a squad is defined as a single creature with a space of 30 feet—gigantic hordes are actually composed of dozens of squads in close proximity. A squad has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature.
A squad of small creatures consists of approximately 15 non-flying creatures or 7 flying creatures. A squad of medium creatures consists of 30 non-flying creatures or 10 flying creatures. Squads of non-flying creatures include many more creatures than could normally fit in a 20-foot square based on their normal space, because creatures in a squad are locked in rank and file. They have no penalty due to this close quarters fighting because they are generally trained to fight shoulder to shoulder when moving or attacking. Larger squads are represented by multiples of single squads. A large squad is completely shapeable, though it usually remains contiguous.
Creating a Squad
"Squad" is an acquired template that can be added to any small or medium creature, magical beast, or undead. (referred to hereafter as the "base creature"). This creatures must have a sufficient intelligence modifier to benefit from military training (Undead are the exception).
A squad uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Size and type remain unchanged. Skill points and feats are recalculated based on Hit Dice. The base creature gains the squad subtype.
Hit Dice: A squad's Hit Dice are based on the size of the base creature and multiplied by the number of creatures in the squad. A creature with D8 Hit dice has 30 D8 HP (if the squad is comprised of medium non-flying creatures). You can simplify it by rolling a d8 once and multiplying the result.
A modifier of 1 Hit Die per point of Con over 10 is added after the base Hit Dice are multiplied.
Speed: Same as the base creature.
Armor Class: Same as the base creature.
Attack: A squad attacks as one cohesive creature. It receives a “Squad Size” bonus equivalent to the number of creatures remaining in the squad. (A squad of medium non-flying creatures has a +30). This bonus applies to the Squad’s Base Attack Bonus and strength score.
Full Attack: Same as attack.
Special Qualities: A squad retains all the special qualities of the base creature and those listed below.
Squad Traits: Every time a squad looses Hit Points equivalent to its hit dice it gets a -1 “Squad Size” bonus.
A squad takes half damage from single-target damage spells and double damage from area of effect damage spells. Other spells and effects that may disable, disband, or kill a single squad member will damage the squad equal to its Hit Dice (“killing one member”).
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Solitary, Division (5-20 Squads) or Army (50-100+ Squads)
Challenge Rating: Same as the base creature +10 (Design Note: Needs testing. This is a ballpark)
Treasure: Same as base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Level Adjustment: --
Bird’s Eye View
Squads are generally meant to hit other squads. They will decimate the majority of player characters (dealing at least 30 damage per turn) unless the player characters are of sufficient level.
Leadership & Orders
A squad must make a successful “Leadership” check. If the squad does not have a leadership score they use their charisma score.
If the squad is at the command of some sort of leadership figure they use the Leadership score of the creature giving the commands in place of their own.
Giving an order is a full round action if it is from a creature outside of the squad. It is a free action if it comes from within the squad.
Leadership DC: 10
The squad has twice it’s movement speed this turn. They a flatfooted until the start of their next turn.
Leadership DC: 15
The squad makes a charge attack.
Leadership DC: 20
The squad makes an overrun attack.
Leadership DC: 20
The squad deals an additional d10 sneak attack damage. This damage can be applied to other Squads.
Leadership DC: 30
On a successful Regroup check the squad gains hit points equal to their hit dice. This also restores a +1
This is a full round action. They a flatfooted until the start of their next turn.