Orders
PCs can give orders to retainers. Giving orders counts as a Quick action if it’s less than a few words. Retainers behave as the GM sees fit if they are given no orders by their PC commander.
A PC commander can spend an Active action on their turn to roll a Tactics check (usually DC 11, but higher if the GM thinks the tactical situation is especially troubling). Rather than attack or similar, the commander focuses on and maximizes the impact of their retainers. Success means that the ordered retainers are able to execute one of the special maneuvers below as a single unit:
- Brace: Set a spear or polearm to prepare an attack of opportunity against someone charging into melee with them that does an extra 1D6 damage
- Charge: Move forward and attack with +2 damage to melee
- Focused Attack: All retainers attack a single target in melee with Advantage
- Form Up: Create a shield wall with four or more shield-wielding retainers in the midst of combat
- Kite: Move away and collectively attack a single target with a +1 bonus to hit using ranged weapons
- Protect: Shield-weilding retainers move within 5' of someone to be protected and shield them forcing all attacks targeting the protected to be at Disadvantage
- Rally: Give retainers under the PC's command a second check to regain lost morale
- Reposition: All retainers may move an extra 10'
- Retrieve: Move to, grab, and retreat taking a challenging or non-optimal route or method
Each ordered retainer’s turn ends once the maneuver is complete, even if they have not yet acted. Those who can’t follow orders (e.g. out of range, immobile, etc) may still act as independent NPCs.