Spearman
feature).To start a new Formation, all following requirements must be fulfilled:
Level
range of any one member able to
direct, ORCombat
expertiseTo start the Formation, all members (including a directing leader) must spend a Free Action. They may use a free Short Movement in order to position themselves and form a valid Formation. However, if it turns out the Formation is illegal and doesn't take place, their Move and Complex Action for the Turn are gone.
A Formation breaks if:
Panicked or Berserk members count as gaps, but Dazed members don't (although they cannot move).
When Formation breaks, each part may continue moving as a new Formation provided they still fulfill the requirements (but a leader can only direct one Formation).
These new Formations move sequentially, each with remaining MP at breakage. They cannot join again except by forming a new Formation.
Members who don't continue in a new Formation must end movement.
Formations move a Step at a time. A Step is a subdivision of movement during which each member (including its directing leader) may move up to one Hex.
At the end of each Step, all members are considered to have expended the same amount of MP as the highest cost of movement of any member.
Members who have enough MP left to cover their own move but cannot afford the whole Step are reduced to 0 MP but remain in Formation.
In order for each member to be able to move with the Formation, they need to have a Complex Action left. Members don't need to move as long as they can keep formation while standing still.