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PF2e Troops, Swarms, and Garrisons Guide
pathfinder 2e

PF2e Troops, Swarms, and Garrisons Guide

19 min read
By Andrew Blase

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  2. >Pathfinder 2e
  3. >Monsters
  4. >PF2e Troops, Swarms, and Garrisons Guide

The short answer

Use Pathfinder 2e troops, swarms, and garrisons to make space, targeting, objectives, and counterplay matter without running many separate turns. A troop is four contiguous segments that shed segments at its Hit Point thresholds and shrugs off single-target tricks; a swarm shares space and rewards area and splash damage. Give the group a job, telegraph its pressure, and use Monster Core 2 for exact mechanics, Battlecry for skirmish and rout rules, and GM Core for encounter procedure.

Introduction

Monster Core 2 reinforces one of PF2e's best GM tools: group enemies that do not require twenty separate turns. Troops and swarms let one monster entry create crowded battlefield pressure, and garrison scenes extend the same idea to a whole defended location.

On this page

  • Introduction
  • Copyright-Safe Scope
  • Troops
  • Monster Core 2 Troop Layer
  • Swarms
  • Troops Versus Swarms
  • Rules To Say Out Loud
  • Troop And Garrison Jobs
  • Troop Use Rankings
  • Swarm Use Rankings
  • Battlecry Troop Rules To Remember
  • Garrison Scene Templates
  • Encounter Templates
  • Monster Core Layer
  • Encounter-Building Notes
  • Player Counterplay
  • Class And Build Hooks
  • GM Core Battle Procedure
  • GM Tuning
  • GM Mistakes
  • Core Book Connections
  • Best Links
  • Hot Take

They work best when the group has a battlefield job and when the party can change the scene by breaking, bypassing, rallying, frightening, or outmaneuvering it. A troop is not interesting because its stat block has a special format. It is interesting because it changes space, morale, objectives, and target priorities.

PF2e troops swarms and garrisons guide

Use this guide with Monster Core 2, Monster Core guides, Battlecry, skirmish warfare, battle magic, encounter use, war campaigns, and encounter building.

Copyright-Safe Scope

This guide is original table advice for using troops, swarms, and garrisons. It explains encounter roles, player counterplay, GM procedure, tuning, and campaign uses. It does not reproduce complete troop or swarm rules, stat blocks, exact ability text, skirmish procedures, or copied creature entries from Monster Core 2, Monster Core, or Battlecry.

That matters because group-threat rules are easy to over-explain and harder to run well. Keep the book open for exact mechanics. Use this guide to decide why the group threat is in the scene.

Troops

Monster Core 2's troop rules describe an organized group as one monster spread across four segments on the grid. Each segment is 10 feet on a side and only as tall as the creatures that make it up, and segments have to stay contiguous: every segment must share at least 5 feet of an edge with another one, so a diagonal touch does not count. You measure flanking, cover, and similar geometry from the center of whichever segment matters.

A troop carries two Hit Point thresholds, typically at two-thirds and one-third of its maximum. Dropping below the higher one removes a segment and leaves three, dropping below the lower one leaves two, and at 0 Hit Points the troop disperses entirely, with the survivors surrendering, fleeing, or being mopped up as the GM decides. Whoever knocked the troop past a threshold usually picks which segment goes, which is a small but excellent tactical lever: you get to decide whether the line thins at the gate or at the flank.

Troop featureTable impact
SegmentsThe troop occupies real battlefield space and has to keep that space connected
ThresholdsDamage removes parts of the troop instead of only lowering a number
Area and splash weaknessMost troops are weak to both, so casters and alchemists get different priorities
Targeting rulesSingle-target tricks do not automatically solve a crowd
Downtime recoveryRestoring lost segments takes long-term treatment of casualties or new recruits

Monster Core 2 Troop Layer

Two details do most of the work at the table. First, troops are typically immune to non-damaging effects that target a single creature, so a charm spell or an ordinary Demoralize bounces. Reach is what matters instead: an ability that can target 5 or more creatures affects one segment, 10 or more affects two, and 20 or more affects the whole troop. Anything that affects all creatures in an area hits every segment in range, rolling separately for each. A non-damaging effect that would stop a segment from acting or drive it off removes that segment outright and drops the troop to its next threshold.

Second, troop movement is deliberately loose. You move one segment and the others follow, then arrange them however you like as long as none of them travelled farther than the segment you moved. If you would rather not move at all, you can reshape the whole formation in place as long as one segment stays put. That is how a troop funnels into a corridor, spreads across a courtyard, or peels off a flank without becoming a positioning puzzle for the GM.

One more constraint worth remembering before a player asks: troops consist of multiple discrete creatures, so they cannot be summoned.

Swarms

Swarms are not organized soldiers. They are a moving mass, and Monster Core treats the swarm's size entry as the size of the whole cloud even though its component creatures are usually Tiny. A swarm can occupy the same space as other creatures, and it has to be in that space to use its damaging action, which is why backing away is a tactic rather than cowardice.

Swarms are immune to grabbed, prone, and restrained, and swarm mind makes them immune to mental effects that target only a specific number of creatures while leaving them open to mental effects that cover an area. They typically carry a weakness to damage dealt over an area, which is the whole reason the party's area spells and splash weapons suddenly look like the correct answer.

Swarm useWhy it works
InfestationMakes the environment feel dangerous
AmbushForces fast reaction and movement
AttritionPunishes lingering in the wrong space
HorrorMakes the enemy feel hard to reason with

Troops Versus Swarms

Troops and swarms both simplify groups, but they should feel different at the table. GMs also reach for two other group shapes constantly.

Group typeTable identityBest counterplay
TroopTrained or purposeful group with formation, morale, orders, and cohesionBreak command, use area pressure, exploit terrain, frighten, flank, or force movement
SwarmMass of small bodies acting through instinct or infestationArea damage, splash, escape routes, containment, smoke, fire, water, or environment
MobSocial crowd, riot, cult rush, or panic sceneInfluence, intimidation, rescue, exits, visible leaders, and public stakes
GarrisonDefended location with troops, gates, reserves, alarms, and objectivesRecon, sabotage, negotiation, stealth, siege tools, or targeted assault

Rules To Say Out Loud

Troops and swarms break player assumptions, so explain the visible fiction before relying on the mechanics.

Rule-facing pointTable explanation
Troops are organized unitsThe party is fighting a coordinated formation, not one giant person
Troops shrink as they take damageDamage represents casualties and broken cohesion, and crossing a threshold costs a segment
Swarms share spaceA swarm moves into a creature's space, and it must be in that space to hurt anyone
Area and splash matterArea effects and splash damage are usually better answers than single-target attacks
Single-target control does nothingA charm, trip, or Demoralize aimed at one creature simply does not apply to a troop
Summoning limits applyA troop is many creatures at once, so it cannot be summoned

Troop And Garrison Jobs

Before you pick a stat block, pick the job. A group enemy with no job is just a large number.

JobTable effect
Hold groundMakes movement, forced movement, and area effects matter
Screen leaderProtects a commander, caster, monster, or siege crew
Block retreatTurns the encounter into a positioning problem
Pressure civiliansCreates rescue stakes and moral urgency
Guard equipmentMakes siege weapons, banners, gates, or vehicles into objectives
Show the warMakes the battlefield feel bigger than the named villains

Troop Use Rankings

Troop useWhy
Guarding a gate, bridge, or chokepoint ●The troop's space matters immediately, and melee characters get a real positioning problem.
Screening a commander, caster, or ritual ●The troop creates target-priority pressure instead of being another bag of HP.
Garrison as location pressure ●The fort, wall, barracks, or occupied district becomes the encounter.
Battlefield objective with civilians or supplies ●Rescue, evacuation, and protection make non-damage turns matter.
War campaign recurring unit ●Great when morale, reputation, replenishment, and terrain all matter between sessions.
Empty-room troop fight ●It works mechanically, but it wastes the reason troops exist.
Too many troops at once ●The scene becomes a map-clogging rules lecture instead of a battle.
Troop as disposable minions beside an already extreme boss ●Too much action pressure turns the scene into a tax instead of a choice.

A troop is not a shortcut for "I want twenty enemies." It is a shortcut for "I want the map to feel crowded without making initiative miserable." The best troop encounter is not "you fight forty guards." It is "the guards control the one thing you need before the bell rings."

Swarm Use Rankings

Swarm useWhy
Infestation puzzle ●The swarm is part of the environment, so movement, fire, smoke, water, doors, and containment matter.
Horror pressure ●Swarms are excellent when the goal is panic, contamination, or "get out now."
Area-damage reward ●Casters, alchemists, and splash users get to feel smart for bringing the right tools.
Swarm plus hazard ●Strong if the hazard is readable and interactive, miserable if it is just hidden damage.
Single hallway attrition ●It creates pressure, but it turns repetitive if the only answer is backing up.
Surprise swarm with no clues ●Players need signs: buzzing, movement under doors, gnawed bodies, disturbed nests, or odd silence.
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Battlecry Troop Rules To Remember

Battlecry's skirmish subsystem is where troops stop being monsters and start being units the party commands. Use it for a special session rather than a weekly habit; it changes what a war scene can be.

Rule piecePractical meaning
Troop as creatureA troop runs on one creature-style stat block, similar in table purpose to a swarm but representing organized combatants
Skirmish leadershipA PC establishes leadership over a troop, stands inside its space, and moves with it like a mount
Five actionsEach turn the leader splits five actions between themself and the troop, 3 and 2 or 2 and 3, and both regain a reaction
Rout checksA troop rolls a Will save when it crosses a threshold or loses its leader, and a critical failure removes it from the battle
Leader presenceA led troop treats its rout result as one degree better, so losing the leader is a morale event, not just a lost turn
Skirmish bondsA day of downtime training grants one special bond between a leader and a specific troop
Commander interactionA commander can choose a troop as a squadmate and treat it as one ally for tactics
The Garrison chapterBattlecry's troop stat blocks work as enemies, as PC-led allies, and as models for building your own

Plan for two implications. Mindless formations such as zombies and clockwork constructs are immune to rout checks because a rout is an emotion, fear, and mental effect, which is exactly why undead and construct armies are the ones that hold a line forever. When a leader goes down, an ally can spend a two-action Diplomacy activity to take command mid-battle, which gives the party something better to do than watch a unit break.

Garrison Scene Templates

A garrison is not a bigger troop. It is a defended place, and the place is the encounter.

TemplateWhat the garrison doesPlayer choices
Break the gateHolds a defensive line while engineers, casters, or siege gear workAssault, infiltrate, sabotage, climb, negotiate, or create a diversion
Rescue under occupationControls streets, doors, and movement around civiliansEvacuate, split the troop, hide civilians, distract officers, or cut retreat
Siege engine guardProtects a weapon, ritual platform, banner, or vehicleDestroy the objective, steal it, disable it, or turn it around
Barracks alarmReinforces over time unless silencedSneak, delay, misdirect, barricade, or race the clock
Broken moraleStarts disciplined but can rout if leaders, banners, or supplies fallTarget morale, intimidate, expose lies, or show mercy
Last standHolds a position for duty, fear, oath, pay, or desperationNegotiate, break formation, force movement, or survive until relief

Use GM subsystems if the scene is bigger than one initiative track. A siege, infiltration, chase, reputation shift, or war objective often deserves structure beyond "roll attacks until quiet."

Encounter Templates

TemplateGroup threatHow to run it
Hold the bridgeTroopPut the objective beyond the troop and give both sides reasons to move.
Break the formationTroopLet Athletics, intimidation, area effects, flanking, and command disruption matter.
Burn the nestSwarmGive the party time pressure, safe zones, and equipment options before the swarm reaches them.
Escort through panicTroop or swarmCivilians, wagons, prisoners, or wounded allies make movement more important than DPR.
Ritual under siegeTroopThe troop buys time for a caster, commander, cultist, or siege engine.
Infested ruinsSwarmThe swarm is one part of a larger exploration problem with doors, smoke, light, and noise.

Use hazards and environment carefully. A troop or swarm already changes space, so extra terrain pressure should create choices rather than simply trapping players in damage.

Monster Core Layer

Read group enemies like any Monster Core creature: traits, level, defenses, movement, attacks, reactions, and special abilities. Then ask what the group wants. A disciplined garrison, a terrified militia, an undead troop, a mercenary company, and a cult war band should not behave the same way.

Use creatures by level, encounter use, and creature traits to keep the math and the fiction clear.

Encounter-Building Notes

GM Core encounter budgets still apply. A troop is an encounter creature, not permission to ignore the math, and Battlecry skirmishes start from ordinary encounter building before troop support and objectives get added. Most troop-heavy fights work better when the important enemies sit within a reasonable level band of the party and the fight contains more than one tactical problem.

Monster familyTroop or garrison use
HumanoidsMilitary units, guards, militia, scouts, raiders, and faction soldiers
UndeadMorale-resistant lines, corpse mobs, necromantic war pressure, and horror battlefields
Beasts and animalsWar beasts, mounts, scouts, supply-line threats, and terrain pressure
ConstructsSiege guardians, wall defenders, battlefield engines, and fort security
FiendsContract armies, terror troops, corrupt commanders, and cruel objective pressure
Dragons and giantsBattlefield centerpiece monsters that troops react around, not just enemies with more HP

Player Counterplay

Character toolWhat it does
Area spellsHit enough bodies to reach a segment, or the whole troop if the effect is wide enough
Splash damageLets Alchemists and bomb users contribute real answers instead of single-target chip damage
ChokepointsFighters, Champions, Barbarians, and shield users can make the map smaller for the group
MobilityMonks, Swashbucklers, Rogues, and speed-focused characters escape bad spaces and play objectives
Forced movement and terrainShove, Trip, Reposition, doors, ledges, bridges, water, pits, and elevation break formation
Intimidation and DiplomacyMorale, surrender, orders, and faction stakes give social characters something real to do
Stealth and DeceptionGarrisons have watch rotations, alarms, uniforms, signals, and assumptions to exploit
Shields and protectionChampions, Guardians, and shield users make rescue scenes playable
Recall KnowledgeIdentifies whether the problem is swarm, troop, mindless mass, trained unit, or something stranger

If every character's best turn is still "Strike the troop," the encounter is underusing the concept. If the party has no area damage, splash, mobility, or terrain tools at all, use group threats cautiously. The point is to reward different tools, not to prove that single-target characters chose wrong.

Class And Build Hooks

Character typeWhat they get to do
AlchemistSplash damage, consumables, bombs, antidotes, antiplagues, smoke, and problem-specific preparation.
WizardArea control, battlefield shaping, damage type selection, and preparation payoff.
DruidArea effects, terrain, primal problem solving, and nature-facing swarm stories.
FighterChokepoint control, reactive pressure, reach, shields, and protecting weaker allies.
ChampionDamage prevention, ally protection, rescue posture, and morale-centered scenes.
GuardianHolding a line, absorbing the troop's attention, and keeping rescue targets alive.
MonkMobility, escape routes, action efficiency, and reaching objectives through crowded fields.
CommanderBattlefield leadership, tactics that treat a troop as a squadmate, and war-scene identity.

GM Core Battle Procedure

StepWhy it helps
Set an objectiveHold the gate, cross the bridge, save prisoners, burn the nest, protect the ritual, or retreat
Use encounter budgetA troop is still an encounter creature, not permission to ignore math
Draw lanesTroops and swarms need space, chokepoints, exits, and places to make formation matter
Track moraleA troop might break, reform, retreat, or surrender; a swarm might scatter or pursue instinctively
Show aftermathCasualties, infestation, broken shields, and abandoned gear make group enemies feel real

Monster Core gives the baseline swarm language. Monster Core 2 expands the number of group-threat tools. GM Core tells you how to turn those tools into a playable encounter instead of a token pile.

GM Tuning

Tune the scene before you touch the math. A troop behind a wall, on a bridge, or guarding a ritual becomes much harder without changing a single number.

LeverHarderEasier
Starting spaceGroup begins in formation or already surrounding an objectiveGroup begins visible and far enough away to plan around
TerrainNarrow lanes, walls, murder holes, difficult ground, smoke, darkness, and elevation favor the groupMultiple routes, cover, ladders, gates, and safe regroup points
ObjectiveParty must rescue, hold, disable, carry, cross, or protect something under pressureParty only needs to escape, scatter, delay, or defeat a visible leader
InformationPlayers learn the group type only after first contactScouts, rumors, banners, drills, and map clues reveal the formation early
SupportCommander, caster, hazard, siege gear, or elite creature exploits the group's pressureGroup threat appears alone with one clear job
MoraleTroop holds under fear, discipline, or magical command, reforms, or rotates linesLeader loss, banner loss, casualties, or public embarrassment can rout it
Reinforcement clockMore defenders arrive while alarms continuePlayers can cut the alarm, block doors, or misdirect reserves

If you do adjust levels, use elite and weak adjustments lightly, and respect the fact that group-threat mechanics can shift more than expected.

GM Mistakes

Do not hide the objective. Do not run every soldier separately. Do not rout a troop if the players cannot see why it is breaking. Do not forget area effects, splash damage, fear, difficult terrain, and morale, because those are the exact rules that make group enemies feel different from a large monster.

Do not make a garrison omniscient. Defended locations have watch rotations, blind spots, bored guards, panicked recruits, corrupt officers, supply needs, and communication failures. Let smart play find those cracks.

Do not forget aftermath. A routed troop, a captured fort, a broken siege line, or a spared militia should change reputation, local politics, future travel, and who trusts the party.

Core Book Connections

Player Core defines the tools that answer group enemies: area spells, splash damage, movement, forced movement, conditions, and Athletics or Acrobatics escape lines. Player Core 2 adds Alchemist value through splash and consumables, Champion value through protecting allies, and Monk or Swashbuckler value through mobility. The relevant combat chapters are three-action economy, flanking and positioning, and conditions in combat.

Monster Core and Monster Core 2 keep the creature side grounded: traits, level, defenses, movement, senses, and group-threat assumptions. GM Core keeps the encounter honest with budgets, DCs, hazards, subsystems, treasure, and consequences. Battlecry adds the war layer through skirmish encounters, rout checks, and support for war-facing characters like the Commander and Guardian.

You do not need a full war story to use any of this. A town watch, cult mob, skeletal formation, trained guard unit, rat swarm, insect nest, or panic crowd all create group pressure at ordinary adventure scale.

Best Links

Start from the PF2e guide hub, then use Monster Core 2, Monster Core guides, Battlecry, encounter use, creatures by level, creature traits, encounter building, adjusting encounters, GM subsystems, hazards, environment, skirmish warfare, war campaigns, conditions in combat, equipment, consumables, and battle magic.

Hot Take

Troops and swarms are at their worst when they are just big HP bars. They are at their best when the party changes formation, changes targets, or changes the plan, and a garrison earns its place only when the building fights back as hard as the guards do.

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