{ "breadcrumbs": [ "Appendix 3: Warfare", "War Encounters", "The Battlefield" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1868", "markdown": "[Fortifications](/Rules.aspx?ID=1868)\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578\r\n\r\n\r\n\r\nSome battlefields include a fortification (such as a keep, castle, wall, or trench) that can house one or more armies. An army can't seek defense in a fortification once a battle begins; it must prepare itself and its defenses in advance during a Kingdom turn via the [Garrison Army](/Actions.aspx?ID=1415) activity. Once an army is successfully garrisoned, it gains the [fortified](/Conditions.aspx?ID=49) condition as long as it avoids using Maneuver war actions.\n\n It's possible to destroy a fortification, but only with the use of siege armies. If a fortification is destroyed, all armies that were fortified within lose that condition and increase their shaken condition value by 1. Typical AC and HP values for fortifications against siege army attacks are listed below, along with how many armies each can contain.\n\n## Fortification Statistics\n\n
Fortification TypeACHPMax. Armies
Castle3086
Keep2554
Tower2021
Trench1511
Wall, stone2032
Wall, wooden1522
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", "name": "Fortifications", "next_link": { "label": "War Encounter Structure", "url": "/Rules.aspx?ID=1869" }, "previous_link": { "label": "Battlefield Terrain Features", "url": "/Rules.aspx?ID=1867" }, "rarity": "common", "release_date": "2022-10-26", "resistance": {}, "search_markdown": "\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578\r\n\r\nAppendix 3: Warfare / War Encounters / The Battlefield\r\n", "source": [ "Kingmaker Adventure Path" ], "source_raw": [ "Kingmaker Adventure Path pg. 578" ], "source_category": "Adventure Paths", "source_group": "Kingmaker", "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578", "speed": {}, "text": " Fortifications Source Kingmaker Adventure Path pg. 578 Some battlefields include a fortification (such as a keep, castle, wall, or trench) that can house one or more armies. An army can't seek defense in a fortification once a battle begins; it must prepare itself and its defenses in advance during a Kingdom turn via the Garrison Army activity. Once an army is successfully garrisoned, it gains the fortified condition as long as it avoids using Maneuver war actions. It's possible to destroy a fortification, but only with the use of siege armies. If a fortification is destroyed, all armies that were fortified within lose that condition and increase their shaken condition value by 1. Typical AC and HP values for fortifications against siege army attacks are listed below, along with how many armies each can contain. ## Fortification Statistics Fortification Type AC HP Max. Armies Castle 30 8 6 Keep 25 5 4 Tower 20 2 1 Trench 15 1 1 Wall, stone 20 3 2 Wall, wooden 15 2 2 ", "type": "Rules", "url": "/Rules.aspx?ID=1868", "weakness": {} }