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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