Making an Assault is a TN 2 Tactics check. Success deals attrition to the enemy army equal to your ranks in Command plus bonus successes.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
Details
Description: A Leader moves their cohort to a particular position, attacking the cohort of a chosen enemy leader.
Activation: As an Attack and Movement action, a Leader may make a TN 2 Tactics check to lead their troops in a strike targeting one enemy leader’s cohort.
Effects: If you succeed, you deal attrition to the enemy army equal to your ranks in Command plus your bonus successes.
Attrition + or - modifiers = Casualties
Rout: If an army’s casualties exceed its strength, it is routed at the end of the round. All minion NPCs who are part of the army are killed or scattered to the winds. Each PC and adversary NPC who is part of the army suffers a critical strike with a severity of 12. At the GM’s discretion, any PC or adversary NPC might be captured or simply left for dead on the battlefield instead.
Attrition Modifers
Woods or Defensive Terrain: -1
Outpost: -2
Fortress: -3
Castle: -4
Note: Terrain modifiers apply in mass battles. When a cohort would suffer damage from a terrain effect, it suffers that much attrition instead.
Activation: As an Attack and Movement action, a Leader may make a TN 2 Tactics check to lead their troops in a strike targeting one enemy leader’s cohort.
Effects: If you succeed, you deal attrition to the enemy army equal to your ranks in Command plus your bonus successes.
Attrition + or - modifiers = Casualties
Rout: If an army’s casualties exceed its strength, it is routed at the end of the round. All minion NPCs who are part of the army are killed or scattered to the winds. Each PC and adversary NPC who is part of the army suffers a critical strike with a severity of 12. At the GM’s discretion, any PC or adversary NPC might be captured or simply left for dead on the battlefield instead.
Attrition Modifers
Woods or Defensive Terrain: -1
Outpost: -2
Fortress: -3
Castle: -4
Note: Terrain modifiers apply in mass battles. When a cohort would suffer damage from a terrain effect, it suffers that much attrition instead.
Opportunity Uses |
|
* |
Remove 1 fatigue. |
** |
Move 1 range band. |
* + |
Choose an allied leader other than yourself. Reduce the TN of that leader's next check for a Movement action by 1 for each * spent this way. |
* * |
Choose an enemy leader. That leader's cohort cannot perform Movement actions until the beginning of your next turn. |
Opportunity Uses |
|
* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
*+ |
Remove 1 strife you gained from this check per * spent this way. |
** |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Remove 2 strife from yourself. |
*+ |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
** |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Assault Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
hile Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.