Garrison Army.json 5.1 KB

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  1. {
  2. "breadcrumbs_spa": [],
  3. "category": "action",
  4. "exclude_from_search": false,
  5. "id": "action-1415",
  6. "markdown": "<title level=\"1\" right=\"Action\">[Garrison Army](/Actions.aspx?ID=1415) <actions string=\"\" /></title>\r\n\r\n<traits>\r\n<trait label=\"Army\" url=\"/Traits.aspx?ID=454\" />\r\n<trait label=\"Downtime\" url=\"/Traits.aspx?ID=49\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\n\n**Requirements** The army is in the same hex as a [Refuge, Settlement, or Work Site](/Rules.aspx?ID=1791).\r\n\r\n</column>\r\n\r\n---\r\n\r\nYou move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, Settlement, or Work Site. If you're garrisoning the army in a Refuge hex, attempt a basic [Defense](/Skills.aspx?ID=21) check. If you're garrisoning the army in a settlement, attempt a basic [Politics](/Skills.aspx?ID=28) check. If you're garrisoning the army in a Work Site hex, attempt a basic [Engineering](/Skills.aspx?ID=22) check. This check's DC increases by 5 if the hex is not part of your kingdom, or by 10 if the location is part of an enemy kingdom.\r\n\r\n**Critical Success** The army becomes [fortified](/Conditions.aspx?ID=49) until it is deployed. Additionally, the efficiency of the garrisoning reduces this army's Consumption by 2 (to a minimum of 1) until it is deployed.<br />\r\n**Success** The army becomes fortified until it is deployed.<br />\r\n**Failure** The army becomes fortified until the next Kingdom turn begins, at which point you must use this activity again to maintain the fortified condition.<br />\r\n**Critical Failure** Your army clashes with local citizens, abuses their authority, lets their watchful readiness slack, and/or provokes confrontations where they are not needed. It does not become fortified, and you cannot attempt to garrison that army at this location again for 4 Kingdom turns. Increase Unrest by 1.",
  7. "name": "Garrison Army",
  8. "rarity": "common",
  9. "release_date": "2022-10-26",
  10. "requirement": "The army is in the same hex as a Refuge, Settlement, or Work Site .",
  11. "requirement_markdown": "The army is in the same hex as a [Refuge, Settlement, or Work Site](/Rules.aspx?ID=1791).",
  12. "resistance": {},
  13. "search_markdown": "<traits>\r\n<trait label=\"Army\" url=\"/Traits.aspx?ID=454\" />\r\n<trait label=\"Downtime\" url=\"/Traits.aspx?ID=49\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\n\n**Requirement**\r\nThe army is in the same hex as a [Refuge, Settlement, or Work Site](/Rules.aspx?ID=1791).\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, …\r\n</summary>",
  14. "source": [
  15. "Kingmaker Adventure Path"
  16. ],
  17. "source_raw": [
  18. "Kingmaker Adventure Path pg. 567"
  19. ],
  20. "source_category": "Adventure Paths",
  21. "source_group": "Kingmaker",
  22. "source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>",
  23. "speed": {},
  24. "summary": "You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, …",
  25. "summary_markdown": "You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, …",
  26. "text": " Garrison Army Source Kingmaker Adventure Path pg. 567 Requirements The army is in the same hex as a Refuge, Settlement, or Work Site. --- You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, Settlement, or Work Site. If you're garrisoning the army in a Refuge hex, attempt a basic Defense check. If you're garrisoning the army in a settlement, attempt a basic Politics check. If you're garrisoning the army in a Work Site hex, attempt a basic Engineering check. This check's DC increases by 5 if the hex is not part of your kingdom, or by 10 if the location is part of an enemy kingdom. Critical Success The army becomes fortified until it is deployed. Additionally, the efficiency of the garrisoning reduces this army's Consumption by 2 (to a minimum of 1) until it is deployed. Success The army becomes fortified until it is deployed. Failure The army becomes fortified until the next Kingdom turn begins, at which point you must use this activity again to maintain the fortified condition. Critical Failure Your army clashes with local citizens, abuses their authority, lets their watchful readiness slack, and/or provokes confrontations where they are not needed. It does not become fortified, and you cannot attempt to garrison that army at this location again for 4 Kingdom turns. Increase Unrest by 1.",
  27. "trait": [
  28. "Army",
  29. "Downtime"
  30. ],
  31. "trait_markdown": "[Army](/Traits.aspx?ID=454), [Downtime](/Traits.aspx?ID=49)",
  32. "trait_raw": [
  33. "Army",
  34. "Downtime"
  35. ],
  36. "type": "Action",
  37. "url": "/Actions.aspx?ID=1415",
  38. "weakness": {}
  39. }