Squadron of Renown

The members of the 101st gained real experience in combat quickly during the siege of Kirnborg and with it came some strategies they implemented through their new skills. At the end of each mission, one surviving squad receives one point of renown to improve themselves Additional points of renown are given for overwhelming success. Some strategies are exclusive and cannot be used at the same time or have weapon restrictions such as Spear Wall.

Available strategies of renown

 

Spear wall: The squad can make X opportunity attacks (reduced by 1 for each 40 hp lost) as a reaction whenever a creature gets within 10ft. of them. X is the number of soldiers in the squadron.

Requires spear

   

Rapid shot: While the squad is not adjacent to any enemy, they can rapidly switch to hand crossbows and fire them, ignoring actions to reload and switch weapons. The squad can make X attacks (reduced by 1 for each 40 hp lost).

Hand Crossbow (bonus action):Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Nothing

   

Holy order: The squad has prepared holy rituals to use in combat. They can use either ability to a combined total of X times. X is the amount of times this has been chosen.

 

Holy blessing: Heal all allies within 120ft. 3d8+6 (multiplied by number of creatures in hordes) and give them bless until the end of their next turn.

 

Sacred punishment: Cause all fiends & undead within 120ft. to make a constitution saving throw (DC 13). On a failed save they take 8d8 radiant damage and have disadvantage on all attacks and saves until the end of their next turn. On a successful save they take half that damage and suffer no additional effects.

Nothing

   

Executioners: Defense has been deemed inefficient, the squad uses Greataxes as weapons and simply focuses on destruction.

 

Greataxe:Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (1d12 + 1d4 + 3) slashing damage.

Requires Greataxe

   

Suppressive Fire: Instead of getting into a bloody melee, this squad finishes the fight before any clash of swords occur. Masters of the heavy crossbow, they send bolts into the sky to rain down on the enemy.

 

Heavy Crossbow (multiattack 2): Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit: 10 (1d12+ 3) piercing damage.

Nothing

   

Mounted Spirits: Summoning steeds to ride, this squad moves rapidly across the battlefield striking enemies far away before they swiftly return. Their movement is increased to 60ft. and they can trample or dash. Once the troop has lost X*15 the steeds are lost. X is the number of characters in the squad.

 

Trample: Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 6 (2d6+ 2) bludgeoning damage.

Must wield spears.

The squadrons are 5 each. Due to many losses the initial squads have long since been dismantled and reorganised into others that had more survivors. The support squadrons only have 4 members.

All squadrons

  1. Died during Destruction of the old wall
  2. Died during Destruction of the old wall
  3. Alive (Support)
  4. Died during Assassinating the devil giant commander
  5. Died during Destruction of the old wall
  6. Alive (Assault)
  7. Alive (support)
  8. Died during the The town square massacre
  9. Died during Destruction of the old wall
  10. Alive (Assault)
  11. Died during Assassinating the devil giant commander
  12. Alive (Assault)
  13. Alive (Assault)
  14. Died during Destruction of the old wall
  15. Died during Destruction of the old wall
  16. Alive (Assault)
  17. Died during Destruction of the old wall
  18. Alive (Support)
  19. Died during Destruction of the old wall
  20. Alive (Assault)
 

Living squads of Renown

  • 3rd Support - Holy Blessing
  • 6th Assault - Spear Wall & Rapid Shot
  • 7th Support -
  • 10th Assault - Mounted Spirit
  • 12th Assault -
  • 13th Assault -
  • 16th Assault -
  • 18th Support -
  • 20th Assault -

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