Army Actions

This page collects game rules for actions that warriors can take between game sessions to build their forces. These are alternative to the monthly Court Actions.

## **DISCIPLINE ACTIONS**

### **Bequeath Men to the Night's Watch (DSP to RWN)**

*Player sends some of her soldiers to go defend The Wall in the North.*

Cost: 1 Discipline

Reward: 1 Renown

Exceptional: Each Degree of Success adds +1 Renown

Failure: Men escape on the journey to The Wall

Time: 1 Month

Check: Persuasion (Intimidate) or Status (Reputation)

Difficulty: Challenging (9)

### **Build Tot Mess (DSP Build)**

*Player builds a tot mess, a traveling bar in which soldiers can consume a daily beer ration.*

Cost: 4 Discipline

Reward: Army gains group of camp followers. Adds +2 to Army Fortunes. Marshall of the Army gains Inspiring Quality when Commanding her Army.

Exceptional: Each Degree of Success adds +1 Discipline

Failure: Tot mess is raided for its liquor before it opens, -1d3 Discipline, -1d3 Supply

Time: 1 Month

Check: Knowledge (Streetwise) or Persuasion (Bargain)

Difficulty: Formidable (12)

### **Community Service (DSP to COM)**

*Player tasks soldiers with helping to improve the dreary little lives of the smallfolk.*

Cost: 1 Discipline

Reward: 1 Community

Exceptional: Each Degree of Success add +1 Community

Failure: Soldiers are not helpful, -1 Community, -1 Discipline

Time: 1 Month

Check: Deception (Any) or Knowledge (Streetwise) or Persuasion (Any)

Difficulty: Challenging (9)

### **Equipment Check (DSP to EQP)**

*Player orders her officers to search every soldier's gear for contraband and stolen items.*

Cost: 1 Discipline

Reward: 1 Equipment

Exceptional: Each Degree of Success add +1 Equipment

Failure: Soldiers are offended, -1d3 Discipline

Time: 1 Month

Check: Awareness (Notice) or Deception (Any) or Knowledge (Streetwise) or Persuasion (Any)

Difficulty: Challenging (9)

### **Loosen Regulations (DSP to POW)**

*Player sacrifices some of the discipline in her army in order to raise moral.*

Cost: Discipline, See Chart

Reward: Power, See Chart

Exceptional: Each Degree of Success generates +1 Power

Failure: Disorder, -1d3 Discipline

Time: 1 Month

Check: Deception (Any) or Knowledge (Streetwise) or Persuasion (Any) or Will (Any)

Difficulty: See Chart

 Lenient
 Lax

### **Rationing (DSP to SPL)**

*Player cuts soldiers' daily share of food and water.*

Cost: 1 Discipline

Reward: 1 Supply

Exceptional: Each Degree of Success add +1 Supply

Failure: Soldiers are angry, -1d3 Discipline

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Stewardship) or Warfare (Command)

Difficulty: Challenging (9)

### **Sell Offices (DSP to WLT)**

*Player sells favourable positions in her army for gold.*

Cost: 1 Discipline

Reward: 1 Wealth

Exceptional: Each Degree of Success add +1 Wealth

Failure: Troops are offended, -1d3 Discipline

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Stewardship) or Warfare (Command)

Difficulty: Challenging (9)

### **Sell Prisoners into Slavery (DSP to WLT)**

*Player ships many of her prisoners east to the Free Cities of Essos to be sold as slaves.*

Cost: 1 Discipline

Reward: 1d3 Wealth

Exceptional: Each Degree of Success adds +1 Wealth

Failure: Transaction becomes public, -1 DSP -1 RWN, Player gains *Ignoble* Drawback

Time: 1d3 Months

Check: Persuasion (Bargain) or Status (Reputation)

Difficulty: Formidable (12)

### **Show Trial (DSP to DSP)**

*Player conducts the public trial of an innocent soldier in order to intimidate the troops.*

Cost: Discipline, See Chart

Reward: Discipline, See Chart

Exceptional: Each Degree of Success adds +1 Discipline

Failure: -1 Community, -1 Discipline

Time: 1 Month

Check: Deception (Act or Bluff) or Knowledge (Streetwise) or Persuasion (Convince or Intimidate) or Status (Reputation)

Difficulty: See Chart

 Hearing
 Tribunal

## **EQUIPMENT ACTIONS**

### **Barter Equipment (EQP to SPL)**

*Player trades some of her equipment for supplies.*

Cost: 1 Equipment

Reward: 1 Supply

Exceptional: Each Degree of Success add +1 Supply

Failure: Peasants are angered by the offer, -1 COM

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Reputation)

Difficulty: Challenging (9)

### **Build Siege Engine (EQP Spend)**

Player creates a new siege engine.

Cost: Equipment, See Chart

Reward: You gain a new military unit to command

Time: 1 Month

Check: None

### **Build Special Equipment (EQP Spend)**

*Player has special equipment made for her troops.*

Cost: Equipment, See Chart (Can build multiple items as one Action)

Reward: You gain a new military unit to command

Time: 1 Month

Check: None

### **Conspicuous Gift (EQP to RWN)**

*Player gives a remarkable piece of equipment to a famous knight for public prestige.*

Cost: 1 Equipment

Reward: 1 Renown

Exceptional: Each Degree of Success add +1 Renown

Failure: Knight doesn't like the gift, -1 Renown

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Breeding, Reputation)

Difficulty: Challenging (9)

### **Donate Equipment (EQP to COM)**

*Player gives some of her army's gear to the local smallfolk.*

Cost: 1 Equipment

Reward: 1 Community

Exceptional: Each Degree of Success add +1 Community

Failure: Soldiers are angered, -1d3 Discipline

Time: 1 Month

Check: Persuasion (Any) or Status (Reputation) or Will (Coordinate)

Difficulty: Challenging (9)

### **Equipment Exchange (EQP to EQP)**

*Player exchanges some of her excess equipment with another army.*

Cost: 1 Equipment

Reward: 1 Equipment

Exceptional: Each Degree of Success add +1 Wealth

Failure: Troops are offended, -1d3 Discipline

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Stewardship) or Warfare (Command)

Difficulty: See Chart

 Sizable
 Extensive

### **Fitted Gear (EQP to DSP)**

*Player checks the gear of each soldier for proper fitting and use.*

Cost: 1 Equipment

Reward: 1 Discipline

Exceptional: Each Degree of Success add +1 Discipline

Failure: Equipment becomes mismatched, -1 Discipline

Time: 1 Month

Check: Awareness (Any) or Knowledge (Education) or Status (Stewardship) or Warfare (Command)

Difficulty: Challenging (9)

### **Sell Equipment (EQP to WLT)**

*Player sells away some of her army's equipment.*

Cost: 1 Equipment

Reward: 1 Wealth

Exceptional: Each Degree of Success generates +1 Wealth

Failure: No buyer found

Time: 1 Month

Check: Knowledge (Streetwise) or Persuasion (Bargain) or Status (Reputation)

Difficulty: Challenging (9)

### **Upgrade Unit Equipment (EQP Spend)**

*Player builds new weapons and armour for one military unit.*

Cost: 1 Equipment per upgrade
May upgrade Armour and/or Fighting Damage and/or Marksmanship Damage by 1 each. (See pages 178-179 in the Rulebook.)

Reward: Military Unit gains new Equipment

Time: 1 Month (Up to 3 upgrades on one unit in one month)

Check: None

## POWER ACTIONS

### **Field Exercise (POW to POW)**

*Player sends her warriors to practice in order to hone their skills.*

Cost: Power, See Chart

Reward: Power, See Chart

Exceptional: Each Degree of Success generates +1 Power

Failure: Public humiliation, -1d3 Renown

Time: 1 Month

Check: Status (Reputation) or Warfare (Command)

Difficulty: See Chart

 Drill Maneuvers
 Training Operation

### **Medal Ceremony (POW to RWN)**

*Player arranges a public award ceremony to honour her soldiers.*

Cost: 1 Power

Reward: 1 Renown

Exceptional: Each Degree of Success adds +1 Renown

Failure: Ceremony is a mess, -1 Discipline, -1 Renown

Time: 1 Month

Check: Deception (Any), Persuasion (Any), Status (Breeding or Reputation) or Warfare (Command)

Difficulty: Challenging (9)

### **Military Discharge (POW to DSP)**

*Player dismisses some of her armies more troublesome soldiers.*

Cost: 1 Power

Reward: 1 Discipline

Exceptional: Each Degree of Success generates +1 Discipline

Failure: Soldiers are offended, -1d3 Discipline

Time: 1 Month

Check: Status (Reputation) or Warfare (Command)

Difficulty: Challenging (9)

### **Plunder (POW to EQP/SPL/WLT)**

*Player orders her army to pillage and loot from the local smallfolk.*

Cost: Power, See Chart

Reward: Equipment, Supply or Wealth, See Chart

Exceptional: Each Degree of Success generates +1 Wealth

Failure: Smallfolk resist, -1d6 Community

Time: 1 Month

Check: Persuasion (Convince or Intimidate) or Status (Reputation) or Warfare (Command)

Difficulty: See Chart

### **Release Troops (POW to COM)**

*Player releases her troops into civilian life.*

Cost: 1 Power

Reward: 1 Community

Exceptional: Each Degree of Success adds +1 Community

Failure: Soldiers flee your lands, -1d3 Renown

Time: 1 Month

Check: Status (Reputation) or Warfare (Command)

Difficulty: Challenging (9)

### **Torture Noble (POW Spend)**

*Player applies pain to a captive noble (Status 3-10) in order to gain information.*

Cost: 1 Power

Reward: One piece of intelligence

Exceptional: Each Degree of Success add +1 Renown

Failure: Victim dies, No information gained, Player gains Reviled Drawback

Time: 1 Month

Check: Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

Difficulty: See Chart

+5 for *Honor-Bound* Drawback

-1 for *Sinister* Quality

-1 for *Threatening* Drawback

### **Torture Smallfolk (POW Spend)**

*Player applies pain to a captive peasant (Status 0-2) in order to gain information.*

Cost: 1 Power

Reward: Information, See Chart

Exceptional: Each Degree of Success add +1 Community

Failure: Victim dies, No information gained

Time: 1 Month

Check: Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

Difficulty: See Chart

+5 for *Honor-Bound* Drawback

-1 for *Sinister* Quality

-1 for *Threatening* Drawback

 Cook
 Craftsman
 Farmer
 Scribe
 Soldier

### **Train Unit (POW Spend)**

*Player spends time honing the skills of a single military unit.*

Cost: Power, See Chart

Reward: Military Unit gains a Training Level

Exceptional: Each Degree of Success adds +1 Training Level (Max 'Elite')

Failure: Soldiers do not improve

Time: 1 Month

Check: Warfare (Command) or Status (Reputation)

Difficulty: See Chart

 +2
 +3

## **RENOWN ACTIONS**

### **Call to Arms (RWN to POW)**

*Player addresses the people directly, calling for recruits to join her army.*

Cost: Renown, See Chart

Reward: Power, See Chart

Exceptional: Each Degree of Success add +1 POW

Failure: No one answers the call, -1 RWN

Time: 1 Month

Check: Deception (Act or Bluff) or Language or Persuasion (Charm or Convince or Incite or Intimidate) or Status (Breeding or Reputation)

Difficulty: See Chart

 Plea
 Appeal

### **Draft Commander (RWN Spend)**

*Player drafts a noble warrior to fight for the House.*

Cost: 1 Renown

Reward: 1 Commander for use in Warfare Sessions

Exceptional: Each Degree of Success add +1 Power

Failure: No hero found

Time: 1 Month

Check: Persuasion (Any) or Status (Breeding or Reputation)

Difficulty: Challenging (9)

### **Plea for Cooperation (RWN to COM)**

*Player stands before the smallfolk, asking them for their support and cooperation.*

Cost: 1 Renown

Reward: 1 Community

Exceptional: Each Degree of Success add +1 COM

Failure: Peasants are resentful, -1 COM

Time: 1 Month

Check: Knowledge (Streetwise) or Persuasion (Any) or Status (Reputation)

Difficulty: Challenging (9)

### **Private Demonstration (RWN to RWN)**

*Player gathers her best warriors to perform a private demonstration of their skills before an audience of nobles.*

Cost: Renown, See Chart

Reward: Renown, See Chart

Exceptional: Each Degree of Success add +1 RWN

Failure: The nobles are unimpressed, -1d6 RWN

Time: 1 Month

Check: Fighting (Any) or Marksmanship (Any) or Warfare (Command)

Difficulty: See Chart

 Duel
 Spectacle

### **Public Shaming (RWN to DSP)**

*Player brings her troops before the people to mock and shame them into doing their duty.*

Cost: 1 Renown

Reward: 1 Discipline

Exceptional: Each Degree of Success add +1 DSP

Failure: Smallfolk sympathize with the soldiers, -1 COM, -1 DSP

Time: 1 Month

Check: Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

Difficulty: Challenging (9)

### **Seek Patron (RWN to EQP/SPL/WLT)**

*Player looks for a rich noble to provide her army with material support.*

Cost: Renown, See Chart

Reward: Equipment, Supply or Wealth, See Chart

Exceptional: Each Degree of Success generates +1 Wealth

Failure: Nobles are offended, -1d6 Renown

Time: 1 Month

Check: Persuasion (Convince or Intimidate) or Status (Reputation) or Warfare (Command)

Difficulty: See Chart

## **SUPPLY ACTIONS**

### **Barter Supplies (SPL to EQP)**

*Player trades some of her supplies for equipment.*

Cost: 1 Supply

Reward: 1 Equipment

Exceptional: Each Degree of Success add +1 Equipment

Failure: Merchants are offended by the offer, -1 RWN

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Breeding or Reputation)

Difficulty: Challenging (9)

### **Cookhouse (SPL Build)**

*Player creates an additional mess tent where soldiers can buy higher quality food.*

Cost: 4 Supply

Reward: Army gains a cookhouse. Adds +2 to Army Fortunes. Whenever Army Fortune indicates you should increase your Power add +1d6 instead of just +1.

Exceptional: Each Degree of Success adds +1 Power

Failure: Soldiers reject cookhouse, -1d3 Discipline, -1d3 Renown

Time: 1 Month

Check: Persuasion (Any) or Status (Reputation)

Difficulty: Formidable (12)

### **Feed the People (SPL to COM)**

*Player gives some of her army's food and drink to the local peasants.*

Cost: 1 Supply

Reward: 1 Community

Exceptional: Each Degree of Success add +1 Community

Failure: Soldiers are angered, -1d3 Discipline

Time: 1 Month

Check: Persuasion (Any) or Status (Reputation) or Will (Coordinate)

Difficulty: Challenging (9)

### **Increase Rations (SPL to DSP)**

*Player increases soldiers' daily allotment of food and water.*

Cost: 1 Supply

Reward: 1 Discipline

Exceptional: Each Degree of Success add +1 Discipline

Failure: Soldiers don't care, -1 Community

Time: 1 Month

Check: Persuasion (Any) or Status (Stewardship)

Difficulty: Challenging (9)

### **Sell Supplies (SPL to WLT)**

*Player sells some of her army's supplies.*

Cost: 1 Supply

Reward: 1 Wealth

Exceptional: Each Degree of Success generates +1 Wealth
Failure: No buyers found

Time: 1 Month

Check: Knowledge (Streetwise) or Persuasion (Bargain) or Status (Reputation)

Difficulty: Challenging (9)

### **Supply Exchange (SPL to SPL)**

*Player exchanges her excess supplies with another army.*

Cost: 1 Supply

Reward: 1 Supply

Exceptional: Each Degree of Success add +1 Wealth

Failure: Exchange fails, -1d3 Supply

Time: 1 Month

Check: Deception (Any) or Persuasion (Any) or Status (Stewardship) or Warfare (Command)

Difficulty: See Chart

 Sizable
 Extensive

## WEALTH ACTIONS

### **Buy Siege Engine (WLT Spend)**

*Player purchases a new siege engine.*

Cost: Wealth, See Chart

Reward: You gain a new military unit to command

Time: 1 Month

Check: None

### **Buy Special Equipment (WLT Spend)**

*Player purchases special equipment for her troops.*

Cost: Wealth, See Chart (Can buy multiple items as one Action)

Reward: You gain a new military unit to command

Time: 1 Month

Check: None

### **Buy Upgraded Unit Equipment (WLT Spend)**

*Player buys new weapons and armour for one military unit.*

Cost: 1 Wealth per upgrade

May upgrade Armour and/or Fighting Damage and/or Marksmanship Damage by 1 each. (See pages 178-179 in the Rulebook.)

Reward: Military Unit gains new Equipment

Time: 1 Month (Up to 3 upgrades on one unit in one month)

Check: None

### **Embezzlement (WLT Spend)**

*Player reorganizes the Army's coffers to hide her personal theft.*

Cost: Wealth, See Chart

Reward: Personal coin for the Player, See Chart

Exceptional: Each Degree of Success adds 10 Gold Dragons

Failure: Theft is discovered, Player gains *Ignoble* Drawback

Time: 1 Month

Check: Cunning (Logic) or Deception (Bluff)

Difficulty: See Chart

 Sly
 Overt

### **Hire Sutler (WLT Build)**

*Player hires a sutler, a traveling merchant who sells simple goods to her soldiers.*

Cost: 4 Wealth

Reward: Army gains a sutler. Adds +2 to Army Fortunes. Whenever Army Fortune indicates you should increase your Wealth add +1d6 instead of just +1.

Exceptional: Each Degree of Success adds +1 Discipline

Failure: Sutler is robbed and murdered, -1d3 Discipline, -1d3 Wealth

Time: 1 Month

Check: Knowledge (Streetwise) or Persuasion (Bargain)

Difficulty: Formidable (12)

### **Incentive Pay (WLT to POW)**

*Player offers extra coin to able bodied people willing to join her army.*

Cost: Wealth, See Chart

Reward: Power, See Chart

Exceptional: Each Degree of Success add +1 Power

Failure: No one joins, -1d3 Renown

Time: 1 Month

Check: Persuasion (Bargain) or Status (Stewardship) or Warfare (Command)

Difficulty: See Chart

 Generous
 Lavish

### **Invest Funds (WLT to WLT)**

*Player lends Army coin to a business venture.*

Cost: Wealth, See Chart

Reward: Wealth, See Chart

Exceptional: Each Degree of Success add +1 Wealth

Failure: Venture fails, -1d3 Wealth

Time: 1 Month

Check: Persuasion (Any) or Status (Stewardship)

Difficulty: See Chart

 Risky
 Longshot

### **Manage Resources (WLT to all other Attributes)**

*Player shifts the Army's holdings to suit the needs of the day.*

Cost: Wealth, 2:1 or 3:1 ratio

Reward: Any other Attribute

Time: 1 Month

Check: None

Wealth can be exchanged for any other Army Attribute at a 2:1 ratio. During a turn, you can only convert resources once, but you can do so of any amount. If a reduction results in an inability to pay for an investment, you lose that investment. If you’re desperate, you can convert two Army Attributes, but the exchange rate becomes 3:1. Such exchanges are called “rushed".

## **CREATE UNITS**

Units are bought in two parts. Their Training level is bought with the Power Attribute and then the Unit type is bought with the other six Army Attributes. (Unit descriptions are on page 111 to 112 of the Rulebook.)

 **Trained** | 3
 **Veteran** | 5
 **Elite** | 7

.