This vote is based on the following description. Osprey put it together with some input form others but it is mostly his (thanks ). I inserted a small amount of descriptive text to include some of the most recent discussions on this topic.

The idea is to provide a group bonus that will make it more attractive to play a PC as part of a unit than as an individual so as to keep the battle field combat system flowing more smoothly.

Hero Group Unit Bonuses
EL........Attack...Defense...Morale....Extra Attacks..Extra Hits
6...........+0..........+0...........+2..........+ 0.................+0
8...........+1..........+0...........+2..........+ 0.................+0
10.........+1..........+1...........+2..........+0 .................+1
12.........+1..........+1...........+2..........+1 .................+1
14.........+1..........+1...........+4..........+1 .................+1
16.........+2..........+1...........+4..........+1 .................+1
18.........+2..........+2...........+4..........+1 .................+2
20.........+2..........+2...........+4..........+2 .................+2
22.........+2..........+2...........+6..........+2 .................+2
24.........+3..........+2...........+6..........+2 .................+2
26.........+3..........+3...........+6..........+2 .................+3
28.........+3..........+3...........+6..........+3 .................+3
30.........+3..........+3...........+8..........+3 .................+3


Extra Hits: These extra hits are treated as temporary hits of damage which the hero group adds to a unit it joins and follow the rules for temporary hit points. These bonus hits are depleted in place of a unit's damage, but doing so reduces the hero group's bonus hits for the remainder of the battle. Temporary hits may be restored with appropriate (healing) battle magic.

Ex.: An EL 18 hero group joins a unit of regular archers. The unit takes one hit of damage from enemy missile fire, and the hero group loses a bonus hit (leaving the archer unit unharmed). Next turn, the hero group rides ahead to join a unit of knights at the front. They now add only 1 extra hit to the knights.

Extra Attacks: Similar to a strategic 'full attack,' a hero group can grant extra attacks to a unit that is stationary for the entire battle turn. A moving unit still gains the other benefits of the hero group's presence (improved attack, defense, morale, and hits), but only one attack may be made by the unit that turn.

In order for a Hero group to provide these bonuses to a unit the group must spend a battle round with the group to inspire and organize them. It is assumed that this time was spent prior to the battle for any unit the Hero group is assigned to at the start. During the course of a battle a Hero group can leave a unit (thereby immediately removing any bonuses provided to that unit) and join another unit but the new unit and hero group must spend an entire battle round getting integrated in order to gain the benefits specified. The extra hits provided to the new unit are limited to the remaining hits available, unless they have been healed by appropriate (healing) battle magic.