War Actions

War Actions take place between levels and allow the PCs to hit enemy strongholds and defend their own stronghold. The session that a player reaches a new level higher than other party members, players will choose two NPCs in their camp and utilize their war action.

Two players choose one NPC each. Simultaneously, these players take part in an encounter vs an opposing NPC Unit.

At the same time, the enemy launches two NPC War Actions as well.  Two other players will take charge of their units or other NPC units defending against these separate war actions.    Any remaining player may choose to play their own units or an npc unit and aid in any of the 4 battles.

 

Action Description Encounter Status NPC
Raiding Enemy Supplies You launch a raid on an enemy stronghold. If you are successful, you gain 10% of current wealth in tradeable goods. Opponent loses 10%. Action Unit encounters an enemy unit protecting a warehouse. The Action unit must reach the warehouse, stay for 3 rounds and then return to their base line. Locked Kia, Tandem
Scouting You scoure scouting parties throughout the countryside to find out information on your enemy. With a success, you discover an unknown NPC who is now working for the enemy. You may also discover additional scouting information depending on how successful you were. Action Unit must avoid an enemy Patrol. Each round the scouting unit makes a move silently check(based on the lead NPC) and the opposing player makes a perception check(based on the lead NPC). Until the Scouting player fails, he is unseen by the enemy unit. After a failed check, or when the scout attacks, the enemy unit may attack. The Scouting Unit must reach the enemy base line. Locked Aoukar, Synne
Sabatoge You destroy a bridge, burn down an important building, sink a ferry ship, etc. Once this action is successful, you may choose any other encounter that is going on. Your ally automatically succeeds at it because of your success. Be creative in describing the relationship. Action Unit must reach the location. Treat the location as a Unit with the same attack as the enemy unit. (This represents the defenses at the location). Both must be defeated. Locked Sparrow, Luther
Kidnap Can only be completed if the NPCs know of a particular NPC in the enemy camp by using the Scouting ability, launch an attack on an enemy stronghold or safehouse to kidnap an NPC. Action Unit must first reach the enemy's base line. While there they must beat the enemy in an opposed Intellgience Skill Check while on the base line. They must theen return to their own baseline Then they must return to their base line. When an Enemy Unit is destroyed the same unit reappears (reinforecments) on the next round. Locked Hairy,Theovore
Assassination Can only be completed if the NPCs know of a particular NPC in the enemy camp by using the Scouting ability, Execute a plan to kill an enemy NPC. Action Unit must reach the location. Treat the location as a Unit with the same attack as the enemy unit. (This represents the defenses at the location). Both must be defeated. Locked Sarah, Vivian
Force Labor May be used as many times possible after a successful kidnapping. Make enemy troops work for you. Generates 10% of level wealth in tradeable goods. Unit may also be forced to join your fight as Conscripted soldiers. Action Unit is on guard duty and does not particpate in any War Action. If any of their Ally Units win at least 1 encounter vs. an enemy performing a War Action on the ally base, this action is a success. Locked Hairy,Theovore
Negoatiate a Defector After a Kidnapping has taken place, may attempt to turn the NPC to your side. This is the most difficult action to perform, as it could truly tip the tide of an adventure. Trying to get an enemy to switch sides can be quite difficult and dangerous. This action can only take place during the next round of War Actions after a successful Kidnapping (which can only take place during a round of war actions after a Scouting). The Action Unit may not participate in any other War Actions this round. Your allies must be successful at all War Actions attempted on the ally base this round and you must succeed at a DC 25 Diplomacy check using your main characters diplomacy score. Locked Vors, Patches
Recruit Increase any numerical value of any 1 unit under your command by 10% rounded up. Action unit launches a raid on an enemy jail or prison. Action unit succeeds when it defeats the enemy unit. Locked Dustin, Kaziel
Breakout Launch a raid designed to break out an NPC who was the victim of an Enemy's Kidnap. With a success, you retrieve the NPC. If you inact this action on the same turn an enemy player Successfully executes "Negotiate a Defector", you must make a Dex skill based check vs. an enemy's skill based check. Action Unit must first reach the enemy's base line. While there they must beat the enemy in an opposed Wisdom Skill Check while on the base line. They must then return to their own baseline Then they must return to their base line. When an Enemy Unit is destroyed the same unit reappears (reinforecments) on the next round. Locked Malenok, The Machine
Improve Armor Mark a score each time this action is successful. All units receive a +1 to AC for each score. Action Unit encounters an enemy unit protecting an armory with material needed for the enhancement. The Action unit must reach the armory stay for 3 rounds and then return to their base line. Locked Mergmorani
Improve Weapons Mark a score each time this action is successful. All units receive a +1 to their BAB for each score. Action Unit encounters an enemy unit protecting a warehouse. The Action unit must reach the warehouse, stay for 3 rounds and then reach their base line. Locked Tanner Penco
Provide Magic Support Mark a score each time this action is successful. All units receive a +1 to their saves for each score. Action Unit evades the dungeon, only to uncover the place crawling with undead. The unit must reach the treasure and return to the surface with them. Locked Jauradaan
Improve Fortifications You may add 1 advancement to your fortification equal to the wealth level of the highest player. Action Unit is supervising delicate plans to upgrade the base and can not participate in any War Actions. If any of their Ally Units win at least 1 encounter vs. an enemy performing a War Action on the ally base, this action is a success. Locked Giana
Raid Ancient Library You find information about an old legend and raid an old library, tomb or dungeon. Success results in players receiving a random item with a value equal to the wealth level of the lowest player. Action Unit evades the dungeon, only to uncover the place crawling with undead. The unit must reach the treasure and return to the surface with them. Locked Llorymar
 
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