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[Warfare] Actions | Armies | Conditions | Tactics


Basic War Actions

Source Kingmaker Adventure Path pg. 579
Basic war actions are available to all armies.

Click here for the full rules on Basic War Actions.

Advance [one-action]

Maneuver 
Source Kingmaker Adventure Path pg. 579
Your army attempts to close the distance with a target enemy army it is not engaged with by attempting a Maneuver check.

Critical Success The enemy army becomes engaged with your army, even if it previously had the distant condition (in which case it loses that condition and becomes engaged).
Success If the target army is distant, it loses that condition; otherwise, it becomes engaged.
Failure Your army's attempt to advance fails.
Critical Failure Your army's attempt to advance fails, and it becomes disorganized, becoming mired 1 until the start of its next turn.

Battle [one-action]

Attack 
Source Kingmaker Adventure Path pg. 579
Your army attacks an enemy army with a Strike against the enemy army's AC. You can do so with a melee Strike only if you are engaged with the target army. Otherwise, you must use a ranged Strike. An army can attempt a maximum of 5 ranged Strikes per war encounter (unless it has the Increased Ammunition tactic). As with any attack, multiple Strikes in a single round suffer a multiple attack penalty.

A siege engine can use the Battle action to attack and damage a fortification.

Critical Success You deal 2 points of damage to the army.
Success You deal 1 point of damage to the army.

Disengage [two-actions]

Maneuver 
Source Kingmaker Adventure Path pg. 579
Your army attempts to disengage from enemy armies to put some distance between itself and the enemy. Attempt a Maneuver check against each army your army is engaged with.

Critical Success Your army is no longer engaged with the target army. In addition, your army is automatically no longer engaged with any armies you haven't yet rolled a Maneuver check against during this war action.
Success Your army breaks free and is no longer engaged with the target army.
Failure Your army remains engaged with the target army.
Critical Failure Your army remains engaged with the target army and, for the remainder of this turn, your army cannot attempt to disengage from any army with which it is still engaged.

Guard [one-action]

Maneuver 
Source Kingmaker Adventure Path pg. 579
Your army spends a war action to adopt a defensive pose— raising shields, focusing on parrying attacks, or seeking cover. Attempt a Maneuver check against a target army.

Critical Success Your army gains a +2 item bonus to its AC until the start of your next turn; this bonus applies to all attacks against this army, not just from the targeted army.
Success Your army gains a +2 item bonus to its AC until the start of your next turn against attacks from the target army.
Failure Your army fails to guard against the target army.
Critical Failure Your army fails spectacularly to guard against the target army and becomes mired 1.

Rally [two-actions]

Morale 
Source Kingmaker Adventure Path pg. 580
Your army's leaders attempt to bolster the soldiers' morale and fight back the effects of fear and panic. Attempt a Morale check against a target enemy army of your choice.

Critical Success If your army is routed, it loses the routed condition. Reduce your army's shaken condition by 2.
Success Reduce your army's shaken condition by 1.
Critical Failure Your attempt to rally backfires—increase your army's shaken condition by 1.

Retreat [three-actions]

Source Kingmaker Adventure Path pg. 580
Your army tries to escape from the battlefield. If your army is already distant, it flees the battlefield, is no longer part of the war encounter, and becomes routed. Otherwise, your army gains the distant condition.

Tactical War Actions

Source Kingmaker Adventure Path pg. 580
The following war actions are available only to armies with the appropriate tactic.

Click here for the full rules on Tactical War Actions.

All-Out Assault [two-actions]

Attack Cavalry Infantry 
Source Kingmaker Adventure Path pg. 580
Requirements Merciless
Your army attacks with frightening vigor. Attempt a melee Strike against an enemy army's AC.

Critical Success Your army inflicts 3 points of damage to the target army. If your army's next war action this turn is an attack war action against a different target army, you gain a +1 circumstance bonus to the Strike as your fury continues to the new target.
Success Your army deals 2 points of damage to the target army.
Failure Your army falters, but still deals 1 point of damage to the target army.
Critical Failure Your army deals no damage to the target army and becomes outflanked until the start of its next turn.

Battlefield Medicine [three-actions]

Infantry Skirmisher 
Source Kingmaker Adventure Path pg. 580
Requirements Field Triage
Your army attempts to patch up an allied army's wounds during battle. Once you attempt this war action on an army, that army is temporarily immune to Battlefield Medicine for the remainder of the war encounter. Attempt a DC 25 Scouting check to successfully sort the army's wounded and provide swift aid.

Critical Success You restore 2 HP to the target army.
Success You restore 1 HP to the target army.
Critical Failure Your attempt to heal the army fails, and that army's weary condition value increases by 1.

Counterattack [reaction]

Infantry Skirmisher 
Source Kingmaker Adventure Path pg. 580
Trigger An army you are engaged with attempts a maneuver war action.
Requirements Flexible Tactics
Your army lashes out at the foe as they attempt to perform a maneuver. Attempt a melee Strike against the triggering army's AC. Counterattack doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Critical Success You inflict 1 point of damage on the army and increase its shaken condition value by 1.
Success You inflict 1 point of damage on the army.

Covering Fire [two-actions]

Attack Cavalry Infantry Skirmisher 
Source Kingmaker Adventure Path pg. 580
Requirements Sharpshooter
Your army's ranged fire provides cover and protection for an allied army to maneuver. Attempt a ranged Strike against a target army's AC.

Critical Success You inflict 2 points of damage to the target army, and it cannot take reactions triggered by maneuver war actions from any army until the start of your next turn.
Success You inflict 1 point of damage to the target army, and it can't take reactions triggered by maneuver war actions from any army until the start of your next turn.
Failure Your attack fails to provide covering fire, but you inflict 1 point of damage to the target army.
Critical Failure Your attempt fails.

Defensive Stance [two-actions]

Infantry Maneuver 
Source Kingmaker Adventure Path pg. 581
Requirements Defensive Tactics
Your army hunkers down behind its shields, presents pole arms in a wall of blades, or moves into position to protect a target allied army that is outflanked. Attempt a Maneuver check against an enemy army.

Critical Success The target allied army is no longer outflanked by any army.
Success The target allied army is no longer outflanked by the target army.
Critical Failure Your defensive stance fails, and your army is now outflanked by the target enemy army.

Dirty Fighting [one-action]

Attack Skirmisher 
Source Kingmaker Adventure Path pg. 581
Requirements Flexible Tactics
Your army uses trickery, deception, and unfair tactics to attempt a devastating attack against an outflanked army. Attempt a melee Strike or a ranged Strike against the AC of a target outflanked army that is not distant.

Critical Success The target army becomes weary 2 until the start of your next turn.
Success The target army becomes weary 1 until the start of your next turn.
Critical Failure Your attack deals no damage to the target army, which is emboldened by your failed attempt at dirty fighting. This reduces the target army's weary value by 1.

False Retreat [reaction]

Infantry Morale Skirmisher 
Source Kingmaker Adventure Path pg. 581
Trigger Your army succeeds at a morale check.
Requirements Flexible Tactics
Your army feigns defeat to trick an enemy army. Attempt a Morale check against a target army.

Critical Success The target army is caught off guard by your army's deception. It becomes outflanked and is unable to take reactions until the start of your next turn.
Success The target army is caught off guard by your army's deception and is outflanked until the start of its next turn.
Critical Failure The enemy anticipated your tactic and moves to take advantage of the situation. Your army becomes outflanked until the start of your next turn.

Feint [one-action]

Attack Infantry Skirmisher 
Source Kingmaker Adventure Path pg. 581
Requirements Flexible Tactics
Your army launches a probing attack meant to trick the enemy into thinking you are attacking from one quarter while your real thrust comes elsewhere.

Critical Success The target army's defenses are thrown off; it is outflanked until the end of your turn.
Success The target army is fooled, but only momentarily. It is outflanked against the next melee Strike your army attempts against it before the end of your current turn.
Critical Failure The enemy anticipates your feint and presses the advantage. You are outflanked by the target army until the end of your next turn.

Outflank [two-actions]

Cavalry Maneuver Skirmisher 
Source Kingmaker Adventure Path pg. 581
Requirements Reckless Flankers, you aren't engaged
You send your army around an enemy's flank to get a better attacking position and to push your enemy into disorder. Attempt a Maneuver check against the target army.

Critical Success The target army becomes outflanked until the start of your next turn. You can choose to become engaged with that army or not.
Success The target army is outflanked until the start of your next turn. You are now engaged with that army.
Critical Failure You underestimate the target army's position, and the blunder causes your army to become outflanked until the start of your next turn.

Overwhelming Bombardment [two-actions]

Attack Siege 
Source Kingmaker Adventure Path pg. 582
Requirements Explosive Shot
Your siege engines focus all their fire on a fortification. This war action counts as using two ranged Strikes for the purposes of depleting an army's shots. Attempt a ranged Strike against the target fortification's AC.

Critical Success You deal 2 points of damage to the fortification. You also deal 1 point of damage to up to two armies of your choice that are within the fortification.
Success You deal 1 point of damage to the fortification, and an additional 1 point of damage either to the fortification or to an army within the fortification (your choice of which).
Failure You deal 1 damage to the fortification.
Critical Failure You deal no damage, and your army becomes outflanked until the start of its next turn.

Taunt [one-action]

Morale 
Source Kingmaker Adventure Path pg. 582
Requirements Focused Devotion
Your army attempts to frighten and cow an enemy army. Attempt a Morale check against the target army.

Critical Success The target army becomes shaken 2 until the start of your next turn.
Success The target army becomes shaken 1 until the start of your next turn.
Critical Failure Your failed attempt bolsters the enemy's spirits. This reduces the target army's shaken value by 1.