When a PC takes command of a cohort in this division, they may make a TN 3 Command check using a ring of their choice. With a success, the cohort gets a bonus depending on the ring chosen, and adds 1 to the division's discipline for each bonus success.
If rolled with Air: Whenever this cohort or cohort leader inflicts panic on another cohort, increase the panic inflicted by 1.
If rolled with Air: Whenever this cohort or cohort leader inflicts panic on another cohort, increase the panic inflicted by 1.
Details
Description: You take command of a cohort in this division.
Activation: As a Support action, as Leader you may make a TN 1 Command check targeting one friendly leader’s cohort.
Effects: If you succeed, the cohort (and therefore entire division) adds 1 to the division's discipline for each bonus success for the battle.
Each cohort in this army confers one of the following abilities upon its leader:
Activation: As a Support action, as Leader you may make a TN 1 Command check targeting one friendly leader’s cohort.
Effects: If you succeed, the cohort (and therefore entire division) adds 1 to the division's discipline for each bonus success for the battle.
Each cohort in this army confers one of the following abilities upon its leader:
- Infantry: When you perform an Assault action, you may spend * in the following way:
* +: If you succeed, deal one additional casualty. You may not spend more * in this way than your ranks in Command. - Cavalry: Reduce the panic incurred by disengaging from an enemy cohort to 2. When you perform an Assault action, you deal 1 panic per bonus success, up to your ranks in Survival.
- Archers: If this cohort did not perform an Assault action in the round before, it may choose an enemy cohort it is not engaged with as the target of an Assault action. When you perform a Reinforce action, you deal 1 panic per bonus success, up to your ranks in Tactics.
- Vanguard: When you perform an Assault action, if you succeed, add a number of bonus successes equal to your ranks in Martial Arts (Melee). You take fatigue equal to the number of strife results kept on any Assault action check you make. If you become Incapacitated during the mass battle, you gain a minor scar adversity of your choice. There may only be one Vanguard cohort in a division.
- Mystics: After you perform a Rally or Reinforce action, if you succeed, remove casualties or panic from your army equal to your ranks in Theology. Once per scene, this cohort may choose an enemy cohort it is not engaged with as the target of an Assault action.
- Support: When performing the Rally action, if you succeed, add a number of bonus successes equal to your ranks in one Artisan or Trade skill of your choice.
- Siege Specialists: When this cohort's leader generates momentum toward a strategic objective to seize a fortification, they generate 2 additional momentum points toward that objective.
Opportunity Uses |
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* |
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 |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.