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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Leader Maneuvers

Leader Maneuvers

A Leader wins by improving allies, controlling tempo, creating openings and keeping the enemy pressed from several directions. It works best with other adversaries around it.

Command & Positioning

Direct Ally

Leader, Maneuver · 1 AP

1 ally within Close moves up to half its Speed and makes a baseline attack against a target of the Leader's choice as a reaction.

Crafting tags: Essence Mind; Ingredients none.

Tactical Redeploy

Leader, Maneuver · 1 AP

Up to 2 allies (Strong Step) within Close that can see or hear the Leader may each move up to their Speed as a reaction, without triggering Move-trait reactions.

Support

Rally the Line

Leader, Maneuver, Recharge · 1 AP

The Leader and up to 2 allies (Strong Step) within Close that can see or hear it each gain 10 temporary HP (Strong Magnitude).

Crafting tags: Essence Ward; Ingredients none.

Focus-Fire

Focus Kill

Leader, Maneuver, Concentration · 1 AP

Choose 1 visible enemy within Close. For up to 3 rounds while concentrating, allies gain 1 Advantage on their first attack each round against it, dealing 1 extra damage die on a hit.

Protection & Sacrifice

Protect the Chosen

Leader, Reaction, Recharge · Reaction (1 RP)

Trigger: An ally within Close that the Leader can see or hear is hit by an attack or fails a save.

The ally rerolls the triggering check with 1 Advantage (Average Step).

Crafting tags: Essence Ward; Ingredients none.

Fear / Coercion

Break Their Nerve

Leader, Maneuver · 1 AP

Up to 2 enemies (Strong Step) within Close that can see or hear the Leader must succeed a Charisma save against this creature's action check or become Frightened 1 (Average Step).

Crafting tags: Essence Fear; Ingredients none.

Battlefield Setup

Advantageous Ground

Leader, Maneuver, Concentration · 1 AP

Choose a 5-foot space (Average Magnitude) within Close. While the Leader concentrates, allies in it have partial cover against attacks from outside it.

Crafting tags: Essence Ward; Ingredients none.

Reinforcement Command

Call Reinforcements

Leader, Maneuver, Recharge · 1 AP

Place reinforcements adjacent to a doorway, breach, tunnel or similar within Close, worth up to half the Leader's rank value (Minion 0.25, Standard 1, Elite 2, Solo 4); none higher rank than the Leader, none above its level, and drawn from creatures already defined for the encounter. They act at the end of the round unless attacked first.

Crafting tags: Essence Space; Ingredients none.