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[Warfare] Actions | Armies | Conditions | Tactics


Armies

Source Kingmaker Adventure Path pg. 570
For generic armies, the alignment trait is listed as “Any.” An army comprised primarily of one type of creature has an alignment that's representative of that type of creature.

Click here for the full rules on Armies.

Basic Armies

CavalryArmy 3

Infantry 
Source Kingmaker Adventure Path pg. 571
Scouting +9
Recruitment 18; Consumption 2
Cavalry consists of armored soldiers armed with melee weapons and mounted on horses.
AC 19; Maneuver +12 (high); Morale +6 (low)
HP 4 (RT 2)
Melee weapons +12
Overrun Cavalry armies gain a +1 status bonus on weapon attacks against infantry and skirmisher armies, but they suffer a –1 status penalty on Maneuver and Morale saves against area attacks and mental attacks.

Infantry ArmyArmy 1

Infantry 
Source Kingmaker Adventure Path pg. 570
Scouting +7
Recruitment 15; Consumption 1
This is a platoon of armored soldiers armed with melee weapons.
AC 16; Maneuver +4 (low); Morale +10 (high)
HP 4 (RT 2)
Melee weapons +9

Siege EnginesArmy 7

Siege 
Source Kingmaker Adventure Path pg. 571
Scouting +15
Recruitment 23; Consumption 1
A siege engine army consists of several catapults, ballistae, trebuchets, or other mechanized engines of war.
AC 25; Maneuver +12 (low); Morale +18 (high)
HP 6 (RT 3)
Ranged siege engine +15 (5 shots)
Engines of War Siege engines cannot be outfitted with gear. They cannot attack engaged armies. They are more difficult to destroy due to their higher hit points than other basic armies. A siege engine can attack and damage fortifications with its ranged attacks as part of the Battle or Overwhelming Bombardment actions.

SkirmishersArmy 5

Skirmisher 
Source Kingmaker Adventure Path pg. 571
Scouting +12
Recruitment 20; Consumption 1
Skirmishers are lightly armored, but their ability to move quickly and to focus on individual tactics rather than working as a unit make them more resilient in other ways. A skirmisher army's AC is two lower than normal for its level, but its Maneuver and Morale are two higher than normal for its level.
AC 20; Maneuver +17 (high); Morale +11 (low)
HP 4 (RT 2)
Melee weapons +15

Specialized Armies

Greengripe BombardiersArmy 7

Rare Siege 
Source Kingmaker Adventure Path pg. 572
Scouting +13 (-2 adjustment)
Recruitment 28 (+5 adjustment); Consumption 2
Greengripe goblins (encounter site SH5) have built a mobile platform outfitted with a catapult-like flinging arm that can throw flammable debris.
AC 23 (-2 adjusment); Maneuver +12 (low); Morale +18 (high)
HP 6 (RT 3)
Melee dogslicers and torches +19 ( +1 adjustment)
Ranged burning debris +18 (5 shots)
Burning Weaponry (unique tactic) Unlike basic siege engine armies, Greengripe Bombardiers can make melee Strikes while engaged. When a Greengripe Bombardier scores a critical success on a Strike while taking the Battle action against an army (but not against a fortification), the army struck must make a successful Maneuver check against the Greengripe Bombardiers' Maneuver DC or take one additional point of damage from the goblins' burning weaponry.
Darkvision (unique tactic)
Explosive Defeat (unique tactic) When the Greengripe Bombardiers are defeated, their alchemical siege engine explodes. Any army engaged with the Greengripe Bombardiers must succeed at a Maneuver check against the Greengripe Bombardier's Maneuver DC or take 1 point of damage (2 points of damage on a critical failure). As long as the Greengripe Bombardiers aren't destroyed, their siege engine gear is rebuilt automatically once the army loses the defeated condition.

Lizardfolk DefendersArmy 5

Uncommon Skirmisher 
Source Kingmaker Adventure Path pg. 572
Scouting +13 (+2 adjustment)
Recruitment 22 (+2 adjustment); Consumption 1
These lizardfolk are from the settlement on the banks of Candlemere (encounter site KL3); they fight with flails and javelins.
AC 23 (+1 adjustment); Maneuver +9 (low); Morale +15 (high)
HP 4 (RT 2)
Melee flails +12
Ranged javelins +12 (5 shots)
Swamp Dwellers (unique tactic) The lizardfolk defenders have the Live off the Land tactic for free (it does not count against the maximum number of tactics the army can possess), do not treat water or swamp on a battlefield as difficult terrain, and gain a +2 circumstance bonus to Scouting checks attempted in hexes that include swamps or water.

M'Botuu Frog RidersArmy 10

Rare Cavalry 
Source Kingmaker Adventure Path pg. 572
Scouting +19
Recruitment 32 (+5 adjustment); Consumption 2
These lance-armed boggards from M'botuu (encounter site HT6) and ride giant frogs trained for warfare into battle.
AC 27; Maneuver +22 (high); Morale +18 (low, +2 adjustment)
HP 6 (RT 3)
Melee lances +25 (+2 adjustment)
Ranged javelins +23 (5 shots)
Amphibious (unique tactic) Frog Riders ignore difficult terrain caused by swamps or water and gain a +2 circumstance bonus on Maneuver checks while fighting on a battlefield that features either of these terrains.
Chorus of Croaks (unique tactic) The terrifying croaking that constantly issues from this army of boggards causes all engaged enemy armies to suffer a –2 status penalty on Morale checks. The M'botuu Frog Riders can use the Taunt tactical action. If they know the Focused Devotion tactic, they treat critical failures made when attempting to Taunt as failures instead.
Darkvision (unique tactic)
Swamp Charge (unique tactic) If the battlefield includes swamp or water, the M'botuu Frog Riders can start the encounter engaged with a target enemy army. If they do so, they gain a +1 circumstance bonus on melee Strikes against that army on the first turn of the encounter.

Nomen ScoutsArmy 8

Uncommon Cavalry 
Source Kingmaker Adventure Path pg. 573
Scouting +18 (+2 adjustment)
Recruitment 26 (+2 adjustment); Consumption -1, self-sufficient
This band of Nomen centaurs (encounter site NH1) fight with spears and longbows.
AC 27; Maneuver +14 (low, +1 adjustment); Morale +19 (high)
HP 4 (RT 0)
Melee spears +20
Ranged longbows +20 (5 shots)
Brave (unique tactic) Nomen scouts are extraordinarily fearless and do not possess a Rout Threshold, and gain a +2 circumstance bonus on Morale checks made to avoid rout from other sources.
Darkvision (unique tactic)
Self-Sufficient (unique tactic) Nomen scouts are adept at providing for themselves, and never count against the kingdom's consumption. Furthermore, they can provide for other armies, and as long as they are not defeated during a Kingdom turn's Upkeep phase, they reduce the kingdom's consumption value by 1.
Trample [three-actions] (unique tactic) Nomen Scouts can attempt to trample an engaged enemy army by attempting a +20 melee Strike against the army's AC. On a hit, they inflict 1 point of damage (2 points on a critical hit) and automatically move away from the army—they are no longer engaged with that army.

Sootscale WarriorsArmy 3

Uncommon Infantry 
Source Kingmaker Adventure Path pg. 573
Scouting +9
Recruitment 20 (+2 adjustment); Consumption 1
Sootscale kobolds (encounter site GB20) fight with shortswords and crossbows, although they tend to do so warily and cautiously.
AC 20 (+1 adjustment); Maneuver +14 (high, +2 adjustment); Morale +5 (low, -1 adjustment)
HP 4 (RT 3)
Melee shortswords +12
Ranged crossbows +12 (7 shots)
Accustomed to Panic [reaction] (unique tactic) Trigger The Sootscale Warriors' shaken condition increases while they are not routed. Effect The Sootscales take comfort in their fear and channel the panic into energy. Rather than increase their shaken condition, they reduce their weary condition value by 1. Additionally, when the Sootscales use the Disengage action, the result is improved one degree.
Darkvision (unique tactic)

Tiger Lord BerserkersArmy 12

Uncommon Infantry 
Source Kingmaker Adventure Path pg. 573
Scouting +23 (+1 adjustment)
Recruitment 32 (+2 adjustment); Consumption 1
These Tiger Lord barbarians (encounter area TL3) use rage in battle; they fight with greataxes.
AC 32 (-1 adjustment); Maneuver +19 (low); Morale +25 (high)
HP 6 (RT 2)
Melee greataxes +28 (+2 adjustment)
Furious Charge [one-action] (unique tactic) Frequency once per war encounter; Effect The Tiger Lord Berserkers charge at an enemy army, taking an Advance action to attempt to engage. If the Tiger Lords manage to engage successfully, they can attempt a melee Strike against the army as a reaction.
Reactive Rally [three-actions] (unique tactic) Requirement The Tiger Lords are routed; Effect Instead of taking a Retreat action, the Tiger Lord Berserkers can attempt to Rally. Revel in Battle [reaction] (unique tactic) Trigger The Tiger Lord Berserkers score a critical hit with a melee Strike. Effect The barbarians are infused with vigor and furious passion at their devastating blow. The army restores 1 hit point.
Warmongers (unique tactic) The Tiger Lord Berserkers can use the following Tactical Actions without needing to meet additional requirements: All-Out Assault, Counterattack, and Taunt.

Tok-Nikrat ScoutsArmy 10

Rare Skirmisher 
Source Kingmaker Adventure Path pg. 573
Scouting +20 (+1 adjustment)
Recruitment 32 (+5 adjustment); Consumption 1
Capable of striding across water, these bog striders from the settlement of Tok-Nikrat (encounter area HT12) fight with nets and spears.
AC 31 (+1 adjustment); Maneuver +22 (high); Morale +18 (low, +2 adjustment)
HP 4 (RT 2)
Melee spears +23
Ranged net +23 (5 shots)
Darkvision (unique tactic)
Hurl Nets (unique tactic) If the Tok-Nikrat Scouts hit an army with a net Strike, the army takes no damage. Instead, it increases its mired condition value by 1 (or by 2 on a critical success). An army that is mired as a result of hurled nets can attempt to reduce the value of this mired condition (but not that caused by other sources) by attempting a Battle action against the Tok-Nikrat Scout's Maneuver DC. On a success, the army reduces their mired condition by 1 (or by 2 on a critical success), but on a critical failure, they increase the mired condition caused by the hurled nets by 1. Tok-Nikrat Scouts can't hurl nets at a target army that is distant.
Water Retreat (unique tactic) If the battlefield features water terrain, Tok-Nikrat Scouts gain a +4 circumstance bonus on Maneuver checks made to Disengage.
Water Stride (unique tactic) The Tok-Nikrat Scouts stride over watery surfaces, and they ignore difficult terrain caused by water or swamps. They gain a +4 circumstance bonus on initiative checks in war encounters when the battlefield features either terrain.