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- {
- "breadcrumbs": [
- "Appendix 3: Warfare",
- "War Encounters",
- "War Encounter Structure"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
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- "id": "rules-1872",
- "markdown": "<title level=\"1\" right=\"Rules\">[Step 3: Check for Routs](/Rules.aspx?ID=1872)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the end of the round, after every army has acted, there's a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its [shaken](/Conditions.aspx?ID=56) condition by 1. On a critical failure, the army becomes [routed](/Conditions.aspx?ID=55).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Step 3: Check for Routs",
- "next_link": {
- "label": "Step 4: Begin the Next Round",
- "url": "/Rules.aspx?ID=1873"
- },
- "previous_link": {
- "label": "Step 2: Play a Round",
- "url": "/Rules.aspx?ID=1871"
- },
- "rarity": "common",
- "release_date": "2022-10-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>",
- "source": [
- "Kingmaker Adventure Path"
- ],
- "source_raw": [
- "Kingmaker Adventure Path pg. 578"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Kingmaker",
- "source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>",
- "speed": {},
- "text": " Step 3: Check for Routs Source Kingmaker Adventure Path pg. 578 At the end of the round, after every army has acted, there's a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its shaken condition by 1. On a critical failure, the army becomes routed. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1872",
- "weakness": {}
- }
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