TIDAL BLADES SQUAD LOGISTICS & RESONANCE

Scaled for 1-8 Champions - Track your squad's resources, synergies, and resonance

SQUAD INFORMATION

Squad Name
Active Champions
1-3
4-6
7-8
Current Scale
Small (1-3 Champions)

I. THE SCALED GALLEY

Shared consumables capacity increases based on squad size to ensure enough "Tidal Fuel" for everyone.

Star Berries
Max: 5
-
0
+
Iron Mangos
Max: 2
-
0
+
Glow Melons
Max: 2
-
0
+
Golden Figs
Max: 1
-
0
+
Tide Shards
Max: 3
-
0
+

Tournament-Scale Effects (7-8 Champions)

  • Star Berries: Now heal two targets for 1d6 each.
  • Golden Figs: Now heal three targets for a Full Restore (The Feast).
  • Tide Shards: Can be "burned" as a squad action to grant the whole team +2 to any Group Check.

II. HERITAGE CONVERGENCE

Adjacent allies of different island heritages spend 4 Synergy + 1 Common Shell to trigger these super-moves.

Living Reef Formation
Standard (1-4 Champions): 10ft Wall (Armor 2) that blocks movement.
Tournament (5-8 Champions): 20ft Wall (Armor 3 + Stun Enemies who touch it).
Prism Supernova
Standard (1-4 Champions): 20ft AOE dealing 4 Damage to all enemies.
Tournament (5-8 Champions): 40ft AOE dealing 6 Damage + Permanent Blind.
Ethereal Tide
Standard (1-4 Champions): Move through enemy units as if they weren't there.
Tournament (5-8 Champions): Whole Squad becomes Intangible + 1 Extra Action each.
Spiked Resurgence
Standard (1-4 Champions): Heal 1d10 (Self) and gain +1 Damage next turn.
Tournament (5-8 Champions): Squad Heals 2d10 + Squad gains +2 Damage next turn.

Activation Cost: 4 Synergy + 1 Common Shell. These moves can only be used once per tournament day.

III. THE SQUAD SATCHEL

The Island Master should award shells based on the multipliers below. Adjust for your current squad scale.

Common Shells
0
Multiplier: x1
-5
+5
Prism Shells
0
Awarded after Elite Encounters
-1
+1
Glimmer Shells
0
Awarded after Boss/Epic Scenes
-1
+1

Island Master Note: Use the multiplier above when awarding Common Shells. For a Medium squad (4-6), double the amount. For a Tournament squad (7-8), quadruple it.

IV. DYNAMIC SQUAD STRATEGY

If the squad installs these "Rare Components," the bonus scales automatically with squad size.

Coral Plating
Small (1-3): +1 Armor to one champion.
Tournament (7-8): +1 Armor to entire squad if 3+ champions have it equipped.
Electric Spines
Small (1-3): Weapon hits jump to 1 extra minion.
Tournament (7-8): Weapon hits jump to 2 extra minions.
Ink Sac
Small (1-3): Provides concealment (Evasion +5) for self.
Tournament (7-8): Full Cover for up to 4 allies in a 20ft radius.

Installation Cost: Each component requires 1 Prism Shell to install and can be transferred between champions during a Short Rest at a Tidal Spire.

V. RESONANCE RECOVERY

Use this tracker if a champion has a Shattered weapon (from a Forge Failure).

Weapon Resonance Recovery

0/30
0 RP - Shattered
30 RP - Repaired
31+ RP - Ascended!
Current Resonance Points
Quick Add RP

Mission Goal: 30 RP to Repair the weapon. 31+ RP to Ascend (Instant T3 Upgrade with unique visual effect).

Tide Shard Bonus: Consuming a Tide Shard during a Recovery Mission grants the Shattered champion an automatic +2 to their Resonance end-of-turn roll.

VI. SQUAD STATUS & LOG

Current Location
Primary Faction Reputation
Faction Rank
1
2
3
4
5
Active Quest / Mission

Squad Log Tip: Update this section at the end of each session. It helps track your progress across the islands of Lau.

QUICK SQUAD TOOLS

Auto-Save: Your squad data is automatically saved to your browser. Use the buttons above to manually save, load, or reset.