These are optional rules for conducting large-scale warfare in 4th edition between large armies, without the hassle of reducing it down to thousands upon thousands of initiative rolls.
Conducting Warfare
Warfare is conducted much like regular combat, just on different scale. Individual creatures are replaced by companies - large groups of soldiers working as a single unit. These companies may have different abilities based on their component soldiers.
During warfare, each company rolls their initiative - like in combat - and proceeds to attack, defend, use special powers, and move just like in regular combat. When a company is reduced to 0 hit points, it has been wiped out, with the men either dead or taken prisoner.
Player characters can command companies, gaining special powers based on their role and power source that they can use to make their company a more effective fighting force.
Actions in Warfare
Companies have a more limited number of actions compared to small-scale combat. In addition to any powers it might have, each company can make the following actions in warfare:
Standard
- Charge: Pick a target. The company moves up to its speed toward the target and makes a basic attack against it with a +1 bonus to the attack roll. The company can't take any further actions during this turn, except free actions.
- Escalade: A company can attempt to escalade any enemy fortification that it is adjacent to. The company attempts to enter by force by making a basic attack against it. On a hit, the fortification is considered to be besieged. While a fortification is besieged, the companies within grant combat advantage and take ongoing 5 damage. If the besieging company is no longer adjacent, due to forced movement or death, the fortification is no longer besieged.
Minor
- Fortify: The company enters a fortified area or transport.
Move
- Double-Time: The company moves up to its speed + 2. The company grants combat advantage to all enemies until the start of its next turn. If it leaves a square adjacent to an enemy, that enemy can make an opportunity attack against the company.
- March: The company moves up to its speed. If it leaves a square adjacent to an enemy, that enemy can make an opportunity attack against the company.
- Shift: The company moves 1 square. Its movement doesn't provoke opportunity attacks.
Free
- Disembark: The company leaves a fortified area or transport.
Commanding
Characters can choose two at-will and one encounter powers with the "warfare" keyword, so long as those powers match either the role or the power source of their characters.
Controller
| Demoralising Assault
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Controller Battle Command
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| You use clever tactics to reduce the fighting power of your enemy.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. On a hit, the target takes a -2 penalty to its next attack roll.
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| Set the Trap
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Controller Battle Command
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| You dig pits and trenches to slow the advance of the enemy.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company shifts one square, and the vacated space becomes difficult terrain that lasts until the end of the encounter.
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| Divide and Conquer
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Controller Battle Command
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| You split your focus to engage a larger enemy force.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes two basic attacks against two separate enemies within range.
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| Strategic Positioning
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Controller Battle Command
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| Your army moves at your command, readying itself to attack the enemy.
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| Encounter ✦ Warfare
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| Move Action
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Company
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| Effect: The company and any adjacent allied company can shift 1 square.
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Defender
| Dig In
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Defender Battle Command
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| You hunker down in trenches to prepare for the inevitable enemy attack.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company gains a +2 bonus to all defenses until the start of its next turn.
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| Engaging Assault
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Defender Battle Command
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| You force the enemy's commander to keep his focus on you at all times.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. On a hit, the target is marked.
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| Destructive Onslaught
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Defender Battle Command
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| You attack with such relentless fury that the earth becomes churned and bloodsoaked.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. On a hit, the target is pushed 1 square, and the vacated space becomes difficult terrain.
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| Siegebreaker
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Defender Battle Command
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| You lead your men against the enemy walls to bring a decisive end to the battle.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes an escalade against an adjacent fortification with a +2 bonus to the attack roll.
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Leader
| Forced March
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Leader Battle Command
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| Words of encouragement let your troops quicken their pace.
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| At-Will ✦ Warfare
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| Move Action
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Company
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| Effect: The company moves its speed +2.
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| Tight Formation
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Leader Battle Command
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| You keep your company's ranks secure as they move into battle.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. On a hit, the company gains a +1 bonus to AC until the start of their next turn.
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| Breaking the Line
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Leader Battle Command
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| You engage the enemy's front lines, allowing the rest of your army to move in unopposed.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. One allied company you can see can charge the target or make a melee basic attack against the target as a free action.
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| Rally the Troops
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Leader Battle Command
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| You inspire your troops to press on with a well-timed charge.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against one enemy within range. On a hit, the company regains hit points equal to your healing surge value.
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Striker
| Reckless Charge
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Striker Battle Command
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| Your troops rush forward to bring themselves within range of an enemy.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company shifts 1 square and makes a basic attack against an enemy within range.
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| Victorious Strike
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Striker Battle Command
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| You send your men at the enemy, inspiring them to keep fighting for your cause.
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| At-Will ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against an enemy within range. On a hit, the company gains temporary hit points equal to your level.
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| Berserker Rampage
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Striker Battle Command
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| Your frenzied troops smash into their enemy, causing the enemy to flee in terror.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against an enemy within range. On a hit, you push each enemy adjacent to you 1 square.
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| Lightning Offensive
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Striker Battle Command
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| You hammer the enemy's defenses, breaking apart their formations.
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| Encounter ✦ Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against an enemy within range, with a bonus to the attack roll equal to your primary modifier.
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Arcane
| Arcane Might
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Arcane Battle Command
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| You cast your strongest spells into the ranks of your enemy.
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| At-Will ✦ Arcane, Warfare
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| Minor Action
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Close burst 1
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| Target: One enemy in burst
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| Attack: Primary + 2 vs. Reflex
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| Hit: 1d8 lightning damage.
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| Deathly Miasma
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Arcane Battle Command
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| You create a cloud of pestilence that envelops your foes.
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| Encounter ✦ Arcane, Warfare
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| Minor Action
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Close burst 1
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| Target: One enemy in burst
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| Attack: Primary + 2 vs. Fortitude
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| Hit: 1d6 necrotic damage, and the target is weakened (save ends).
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Divine
| Channel Radiance
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Divine Battle Command
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| You charge the weapons of your men with shining holy light.
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| At-Will ✦ Divine, Warfare
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| Minor Action
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Company
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| Effect: Damage dealt by your company this turn is radiant damage.
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| Crusader's Smite
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Divine Battle Command
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| You bring righteous judgement down upon your enemy.
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| Encounter ✦ Divine, Warfare
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| Minor Action
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Close burst 1
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| Target: One enemy in burst
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| Attack: Primary + 2 vs. Will
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| Hit: 2d6 radiant damage, and the target grants combat advantage until the start of your next turn.
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Martial
| Rallying Cry
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Martial Battle Command
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| You spur your troops on with stirring words of victory and glory.
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| At-Will ✦ Martial, Warfare
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| Minor Action
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Company
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| Effect: The company gains temporary hit points equal to your level.
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| Redoubled Efforts
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Martial Battle Command
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| You send your men into battle again, to punish the enemy's complacency.
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| Encounter ✦ Martial, Warfare
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| Minor Action
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Company
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| Effect: The company makes a basic attack against an enemy in range.
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Primal
| Embrace the Wilds
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Primal Battle Command
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| You move across the battlefield, finding hidden paths through the wilderness.
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| At-Will ✦ Primal, Warfare
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| Minor Action
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Company
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| Effect: The company shifts 1 square, ignoring difficult terrain.
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| Special: If your company has the beast keyword, it shifts 2 squares, ignoring difficult terrain.
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| Run With Spirits
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Primal Battle Command
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| You summon the spirits of the land to bolster your ranks with primal might.
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| Encounter ✦ Primal, Warfare
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| Minor Action
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Company
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| Effect: The company gains a +2 bonus to its next attack this turn. In addition, the company gains temporary hit points equal to your healing surge value.
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Psionic
| Daunting Thoughts
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Arcane Battle Command
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| You inspire thoughts of defeat in the minds of the enemy, sapping their will to fight.
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| At-Will ✦ Psionic, Warfare
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| Minor Action
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Close burst 1
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| Target: One enemy in burst
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| Attack: Primary + 2 vs. Will
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| Hit: The target takes a –2 penalty to attack rolls until the end of your next turn.
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| Probing Offensive
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Psionic Battle Command
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| You test your enemy's defenses, find their weaknesses, and pass the information on to your allies.
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| Encounter ✦ Psionic, Warfare
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| Standard Action
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Company
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| Effect: The company makes a basic attack against an enemy within range. On a hit, it grants combat advantage until the start of your next turn.
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Armies
Unit Types
Companies
A company is a group of soldiers who operate as a single unit. They all wield similar weaponry and wear similar armor. Many companies are either infantry or cavalry, but there can be stranger types out there - depending on setting. A company can be led by a player character directly, granting them benefits. If they are not being commanded directly, they can still be directed by any member of the party.
Catapults, cannon and the like have special rules (see Siege Equipment, below)
Mercenaries
Mercenaries are additions to standard companies with their own cost. They can add attack powers and traits to the company they are a part of. Out of warfare, mercenaries can be swapped between companies, but not during warfare.
Siege Equipment
Siege equipment is a special kind of warfare unit. Their attacks can not only target enemy companies, but also enemy fortifications. Siege equipment is most often used in taking enemy strongholds.
Siege equipment can be captured. If a unit of siege equipment is reduced to 0 hit points, an adjacent company can take control. That company is removed from play and the siege equipment returns to play at full hit points, now allied with unit that took control.
Creating Units
Companies are built much like standard creatures, but with reduced speed to signify marching pace: 2-3 for infantry or other sorts of troops on foot, 5-6 for cavalry or other sorts of troops with transportation.
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AC
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Def
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Hit
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Avg Dmg
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| Level 0 company
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14
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12
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+5
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8
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| Per level
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+1
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+1
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+1
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+1
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The following are recommendations for hit points based on company role.
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HP
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Speed
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AC
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Damage
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| Light Infantry
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24+8/lev
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2
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| Heavy Infantry
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24+8/lev
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2
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+2
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| Light Cavalry
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24+8/lev
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6
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+2
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| Heavy Cavalry
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26+10/lev
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5
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-2
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+25%
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| Light Artillery
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21+6/lev
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3
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| Heavy Artillery
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24+8/lev
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2
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| Siege
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26+10/lev
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1
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+50%
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Each company costs the same amount as a magic item of equal level. However, when a company is killed in combat, it is lost, so they are investments to use wisely. Even if you have a lot of gold to spend, there may not always be more companies to hire on, especially if they keep dying under your command.
Mercenaries are small additions to companies that comprise of extra attacks/traits, such as bonuses to initiative or extra damage. Each mercenary increases the cost of a unit by a fifth of its original cost, but can often turn a company into an elite fighting unit.
Company Example
Kobold Army