Kingdom Armies

Gear

Gear is equipped only to a single army and needs to be bought again for additional armies.

Healing Potions 1

Price: 15 RP per dose
An army can carry up to 3 doses of healing potions at a time. Whenever your army would receive a failure during a Battle activity, negate that failure and remove 1 dose of Healing Potions from the army.

Magic Armor

Basic Magic Armor 5

Price: 25 RP
Increase your army's HP by 1.

Greater Magic Armor 11

Price: 50 RP
Increase your army's HP by 2.

Major Magic Armor 18

Price: 75 RP
Increase your army's HP by 3.

Magic Weapons

Basic Magic Weapons 2

Price: 20 RP
Increase your army's Battle rolls by 1.

Greater Magic Weapons 10

Price: 40 RP
Increase your army's Battle rolls by 2.

Major Magic Weapons 16

Price: 60 RP
Increase your army's Battle rolls by 3.

Undead Soldiers 7

Price: 15 RP
When your army would be destroyed roll a Warfare Check, on a success they remain at 1 HP.

Tactics

Tactics may only be used once per Battle or Siege unless specified otherwise. Once a Tactic is learned, it is learned for all armies.

Advance! 1

As an action you command a squad of soldiers to go on the offense and take an objective. This Tactic may be used multiple times.

Guard 1

As an action you command a squad of soldiers to go on the defense and defend an objective. This Tactic may be used multiple times.

Retreat 1

As an action you command a squad of soldiers to retreat from an objective. This Tactic may be used multiple times.

Rally 1

As an action you can give the next Battle check advantage. This Tactic may be used again after two consecutive failures.

Volley 9

As an action give your archers an order to strike a point on the battlefield, this is treated as a Conjure Volley DC 15.

Arcane Blast 5

As an action order a war mage to unleash a blast of flame, this is treated as a Fireball DC 12.

Reinforcements 3

As an action order 1d4+1 Soldiers to join you on the battlefield.

Reinforcements Improved 5

As an action order 1 Knight to join you on the battlefield.

Ballista 3

As an action order a Ballista strike against a single creature.

Artillery 11

As an action order a Trebuchet blast on the battlefield.

Mounts 5

As an action order soldiers to bring you 1d4+1 war horses to ride.

Arial Mounts 10

As an action order soldiers to bring you 1d4+1 arial mounts to ride (Giant Bats, Griffons, Pegasus, etc.)

Field Medics 6

As an action order a field medic to deliver either 1d4+1 Healing Potions.

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