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orders

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Orders

PCs can give orders to retainers. Giving orders counts as a Quick action if it’s less than a few words. Retainers behave as the GM sees fit if they are given no orders by their PC commander.

A PC commander can spend an Active action on their turn to roll a Tactics check (usually DC 11, but higher if the GM thinks the tactical situation is especially troubling). Rather than attack or similar, the commander focuses on and maximizes the impact of their retainers. Success means that the ordered retainers gain advantage on their next roll or are able to execute a special maneuver as a single unit:

  • Charge: move forward and attack with +2 damage to melee
  • Form Up: create a shield wall with four or more shield-wielding retainers
  • Kite: move away and attack 1 target with advantage with ranged weapons
  • Focused attack: attack 1 target if possible with advantage
  • Protect: move within 5' of someone to be protected and shield them forcing all attacks targeting the protected to be at disadvantage
  • Reposition: all retainers may move an extra 10'
  • Retrieve: move to, grab, and retreat

Each ordered retainer’s turn ends once the maneuver is complete, even if they have not yet acted. Those who can’t follow orders (e.g. out of range, immobile, etc) may still act as independent NPCs.


Design Notes

copied from 5TD.

orders.1577472779.txt.gz · Last modified: 2019/12/27 18:52 by andrew