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Kingdoms and War / Mass Combat / Commanders

Boons

Source Ultimate Campaign pg. 240
Boons are special abilities a commander grants to an army. Most of these boons affect the rolls and statistics for battles, and the commander must be present at the battle to provide their benefit. A commander grants the army all the boons she knows (she doesn’t have to select just one).

Bloodied but Unbroken: The commander inspires the army to be at its greatest in the most desperate times. When an army’s hit points are at half its full normal hit points or fewer, it gains a +1 bonus on Offense checks. A commander must have Leadership 4 or higher to select this boon. At Leadership 10 or higher, this bonus increases to +2.

Bonus Tactic: Choose one tactic. The commander always knows this tactic, and the commander’s army can use this tactic even if it doesn’t know that tactic on its own. You can select this boon multiple times; each time you select it, choose a new tactic.

Defensive Tactics: The commander is especially good at defensive tactics. Increase the army’s DV by 2. A commander must have Leadership 5 or higher to select this boon.

Flexible Tactics: The commander trains the army to be receptive to multiple orders during a battle. The army gains a +5 bonus on Morale checks to change tactics during a battle. A commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +10.

Hit and Run: The commander drills the army in quick attacks followed by a fast retreat. After attacks are resolved in the Ranged phase or the first Melee phase, the army may use the withdraw tactic with a +2 bonus on its opposed Morale checks. A commander must have Leadership 5 or higher to select this boon. At Leadership 10 or higher, this bonus increases to +4.

Hold the Line: The commander is skilled at convincing the army to maintain morale against dangerous opponents. If the army fails a Morale check to avoid a rout, it may reroll that check. It must accept the results of the second check, even if it is worse.

Live off the Land: The commander makes the army trap game, hunt, and fish to augment its food supplies. Reduce the army’s Consumption and speed by half for any week this boon is used. The GM may rule that Huge and larger armies deplete the available resources from a hex over 1d3 weeks, requiring the army to move if it wants to maintain the reduced Consumption level.

Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks. A commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +4.

Merciless: The commander encourages the army to be ruthless in its tactics and spare no wounded enemies. The army gains a +1 bonus on opposed Morale checks to prevent another army from withdrawing and on the last Offense check against a routed army or one using the withdraw tactic.

Sharpshooter: The commander drills the army in precision ranged attacks. The army gains a +2 bonus on Offense checks against armies using fortifications. This boon has no effect if the army can’t make ranged attacks.

Triage: Whether using magic, alchemy, herbalism, or folk knowledge, the commander drills the army in using emergency methods to treat wounds. Once per battle, the army may take a –4 penalty on its Offense check during the Ranged or Melee phase and heal damage equal to half its ACR. If the army has the healing potions resource, it also gains the healing from this boon (without the Offense check penalty) when it uses healing potions.