At-Will Powers: Knight (Warlord)
The closest thing to a warlord is a Knight when using Dungeon Fantasy, so these abilities are for the Knight. These are all using the High Command Power Modifier, which in case you don't have access to it, just mean you need a Sense of Duty of at least -5, and you lose your powers if you betray that sense of duty.
Knight At will Powers
It might be wise to take these as alternative abilities (GURPS powers 13). Reminder that since all of these are attacks of some form, it is a free action to switch between them, but you must use the same power for all attacks in the same turn.
Direct the Strike [25]
Pre-Requisites: Trained in leadership, either Sense of Duty: Nation OR Code of Honor: Soldier OR Code of Honor: Gentleman's.
Make a will-based leadership check as Concentrate maneuver. You must speak in a loud and clear manner during the maneuver. If you succeed, one ally within 10 yards can make an attack immediately.
Affliction [10], Commander's Strike (+175%); Reduced Duration 1/100 (-40%); Malediction (+100%); Accessibility, Only nonvolitional or non-resisting subjects, -20%; Required Disadvantage (-10%); Requires words (-10%); Range Limit -30%; Power Modifier: High Command (-10%);
Commander's Strike is Extra Attack [25]; Power Modifier: High Command (-10%); Aspected: Only in combat (-20%); 25*0.7=17.5
175-40+100-20-10-10-30-10=155
10+(10*155%)=25.5
Commander's Strike [19]
Pre-Requisites: Trained in leadership, either Sense of Duty: Nation OR Code of Honor: Soldier OR Code of Honor: Gentleman's.
Make a will-based leadership check as Concentrate maneuver. You must speak in a loud and clear manner during the maneuver. If you succeed, one ally can make a make a melee attack against a creature adjacent to you with a follow-up extra crushing damage of 3.
Affliction [10], Commander's Strike (+105%); Reduced Duration 1/100 (-40%); Malediction (+100%); Accessibility, Only nonvolitional or non-resisting subjects, -20%; Required Disadvantage (-10%); Requires words (-10%); Range Limit -30%; Power Modifier: High Command (-10%);
Commander's Strike is Extra Attack [25]; Power Modifier: High Command (-10%); Accessibility: Melee Attacks Only (-20%); Doubly Aspected: Only in combat, and only against target creature (-40%) and Innate Attack Crushing [5]; follow-up: Universal (+50%); 25*0.3=7.5 7.5+3=10.5
105-40+100-20-10-10-30-10=85
10+(10*85%)=18.5
Furious Smash [10]
Pre-Requisites: Either Sense of Duty: Nation OR Code of Honor: Soldier OR Code of Honor: Gentleman's.
After an attack, pick an ally. That ally +3 to attack and +1 to damage rolls against the target of your attack for 1 second.
Innate Attack 1: Crushing [1]; Follow-Up: Universal (+50%); Triggered
Delay: Specified Ally Attack (+50%), No Blunt Trauma (-20%), No Knockback
(-10%), Required Disadvantage (-10%); Cyclic: when triggered (+150%); Power
Modifier: High Command (-10%);
Affliction [10]; Follow-Up: Universal (+50%); Easy Target (+20%); Double
Aspected: Only attacks from specified ally (-40%); Fixed Duration (+0%);
Reduced Duration 1/100 (-40%); Required Disadvantage (-10%); Power Modifier:
High Command (-10%);
Easy Target is Obscure Vision 3 [6]; Anti-Targeting (-20%), Reversed (+0%), No area effect (-50%); Power Modifier: High Command (-10%); 6*0.2=1.2
50+50-20-10-10+150-10=200
1+(1*200%)=3
50+20-40-40-10-10=-30
10+(10*-30%)=7
Intuitive Strike [6]
After you make an Attack, the next ally to attack this target has +2 to the attack roll if he is flanking.
Affliction [10]; Cosmic: No dice Roll required (+50%); Double-Aspected: Only in Combat, only after making an attack in this turn. (-40%); Required Disadvantage (-10%); Intuitive Strike (10%); Follow-Up, Universal (+50%), Double Aspected: Only the next attack from any ally (-40%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Required Disadvantage (-10%); Power Modifier: High Command (-10%);
Intuitive Strike is Obscure Vision 2 [4]; Anti-Targeting (-20%), Reversed (+0%), No area effect (-50%); Only against targets from the side or behind (-20%); Power Modifier: High Command (-10%); 4*0.2=0.8
50-40-10+10+50-40+0-40-10-10=-40
10+(10*-40%)=6
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I've struggled with a way to represent the Warlord's ability to kick ass and lead at the same time. This is the result.
Battlefront Leader [20]
After you make any attack, you may use a Leader Ability as an extra maneuver.
Altered Time Rate [100]; Accessibility: Only to use Leader Abilities (-40%); Double-Aspected: Only in Combat, only after making an attack roll in this turn. (-40%); Required Disadvantage (-10%);
Leader Abilities
Prerequisites: All leader abilities are
concentrate maneuvers that require you to make an attack in the same turn
before using them and to have either
Sense of Duty: Nation OR Code of Honor: Soldier OR Code of Honor: Gentleman's.
Without Battlefront Leader, the only way to use these abilities is if you're
hasted.
Wolf Pack Tactics [12]
After you make an attack, one ally can take one step in any direction.
Affliction [10]; Extra Step (+60%); High Command (-10%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Cosmic: No dice Roll required (+50%); Double-Aspected: Only in Combat, only after making an attack roll in this turn. (-40%); Required Disadvantage (-10%);
Extra Step is Move +1 (5), High Command (-10%), Aspected: Only in combat (-20%); nuisance effect: cannot be used to change posture (-5%). 5+(5*35%)=6.75
60-10+10-40+50-40-10=20
10+(10*20%)=12
Brash Assault [29]
After you make an attack, one ally of your choice within 10 yards can make a free attack against the target if the target attacks you.
Affliction [10]; Cosmic: No dice Roll required (+50%); Double-Aspected: Only in Combat, only after making an attack roll in this turn. (-40%); Required Disadvantage (-10%); Brash Assault (+200%); High Command (-10%),
Brash Assault is: Altered Time Rate [100]; Accessibility, Only to take a wait Maneuver (-40%); High Command (-10%); Doubly Aspected: Only in combat and only to attack the specified target (-40%)
50-40-10+200-10=190
10+(10*190%)=29
Opening Shove [29]
After you make a Shove, one ally of your choice within 10 yards can move 4 yards or make an attack against the target of the Shove.
Affliction [10]; Cosmic: No dice Roll required (+50%); Double-Aspected: Only in Combat, only after making an attack in this turn. (-40%); Required Disadvantage (-10%); Opening Shove (+145%); High Command (-10%),
Opening Shove is: Move 4 (20); High Command (-10%); Aspected: Only in combat and only to walk (-40%); in an alternate ability array with Extra Attack [25]; Power Modifier: High Command (-10%); Doubly Aspected: Only in combat to attack the target of the Shove (-40%); 25+(25*-50%)=12.5 12.5+2=14.5
145-40-10+100-10=185
10+(10*185%)=28.5
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