Choose a Creature: when a troop forms, determine a representative creature that best represents the average unit and their capabilities. For example, a troop of 150 city guards may be represented by a CR 1 Guard creature as the most common creature within the troop.
Determine Troop Size: determine the number of creatures acting as a unified troop for the Size of the troop, then add the corresponding Level to the CR of the creature. For example, 130 CR 1 Guards would form a level 12 troop to create a CR 13 Guard Troop stat block.
Determine Army Health: Add temporary hit points equal to the troop level times 20, provided in the Army Adjustment table. When these hit points are depleted, the troop's level is recalculated based on the number of survivors (see "Resizing Troops").
Determine Leverage: Leverage provides bonus to AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2.
Effect Change the troop's size to it's Survivor count, adjusting it's level to the corresponding value based on the Troop Adjustment table. It immediately chooses to Fight to The Death or Retreat
Fight to The Death {0A} the troop's survivors close ranks for a last stand. For 10 minutes, the troop retains it's original leverage bonus from before downsizing, but gains no additional temporary hit points.
Retreat {0A} the troop's survivors dedicate all available resources toward aiding their fallen and reducing the number of casualties by fleeing or administering first aid. The troop doubles the number of survivors and gains temporary hit points equal to their new troop level per the Troop Adjustment table. ##### Table 2: Cost of Troop Units Level | Req. Level| Cost | :---: | :---: | :---: | -1 or 0 | 3 | 15 gp 1 | 4 | 60 gp 2 | 5 | 105 gp 3 | 6 | 180 gp 4 | 7 | 300 gp 5 | 8 | 480 gp 6 | 9 | 750 gp 7 | 10 | 1,080 gp 8 | 11 | 1,500 gp 9 | 12 | 2,100 gp 10 | 13 | 3,000 gp 11 | 14 | 4,200 gp 12 | 15 | 6,000 gp 13 | 16 | 9,000 gp 14 | 17 | 13,500 gp 15 | 18 | 19,500 gp 16 | 19 | 30,000 gp 17 | 20 | 45,000 gp