Name: Warlord
Primary/Secondary or Pool: Primary
Archetypes: Mastermind

[This set is inspired by many other great ideas along this vein. I have so many ideas for what the 'unique' power number seven could be, that I couldn't pick one...]

1) Crossbow – As the weapons used by the Vahzilok Reapers, but larger. This attack is fast but doesn’t do a whole lot of damage. Instead of a slowing effect, the attack does continuing damage over time (alternately, -Def?).

2) Mobilize Footsoldiers – Summons up one to three infantrymen clad in leather armor and holding swords. They have crossbows (or throwing javelins?) for long range combat, but only fire once and then close for sword-work if possible. They use Hack and Slash (and Brawl, with their sword-hilt). They arrive on horseback, but dismount for combat.

3) Heavy Crossbow – As the weapons used by the Vahzilok Reapers, but larger. This attack is slower and does more damage. Instead of a slowing effect, the attack does continuing damage over time (alternately, -Def?).

4) Armoury – Footsoldiers upgrade to chain armor (+Res) and gain shields (+Def) and the Slice attack. The Archer gains the Fistful of Arrows and ArrowSnipe attacks, and the upgraded armor (+Res), but no shield. The Shieldmaiden gains a Slice attack with her Spear, the upgraded armor (+Res) and a shield-bash (treat as the Super-Strength Jab attack). Her shield becomes larger and it's +Def increases. The Wizard gains Rain of Fire and his Staff strikes as a Fire Sword attack (it does not appear to be on fire, but there is a flash of fire when it hits), and his robe becomes more colorful.

5) Sweeping Strike - Smashing damage to all in an 8’ arc, combined with a very good chance of Knockback and a Parry effect that increases the MM’s defense for a short time. The MM draws an ornate mace and sweeps the riff-raff from his person.

6) Call Specialists – one Archer dressed in leather armor with a longbow arrivew, swinging down from an overhead line. He only uses Brawl (Kick animation) on foes attacking him in melee range, using ranged combat almost exclusively. He has the first two Archery attacks. When a second specialist is called, a Shieldmaiden arrives, also dressed in leather armor, and carrying a shield (+Def) and Spear (Hack and Slash equivalent attacks, including the –Def component). She can ‘block’ an attack on herself (20% chance), or on the MM (10% chance) or another henchman (5% chance), so long as the MM / hench is within 8’ of her. She cannot block AoE attacks, and her ‘block’ ability is not modified by enhancements to her Defense.

*7) Plant the Standard / Rally the Troops – Plants a standard that gives a bonus to accuracy, damage and defense to all henchmen and the MM (like limited Leadership, or Supremacy that also affects the MM). Like a Sky Raider Force Field Generator, it is a targetable item, and can be destroyed. It is immobile.

*7) Siege Engine – A catapult appears and flings stones with similar effect to Hurl Boulder for the duration. It is stationary, and can be destroyed.

*7) Warhorse – whistles up a warhorse that provides increased speed outdoors (not anywhere near Super-Speed, but faster than Swift + Sprint), and a slight (Leadership-like) boost to Accuracy, Damage and Defense.

8) Invoke Wizard – Summons a single Wizard who appears in an explosion of fire and smoke, a la Tim the Enchanter from Monty Python. He is a Fire Blaster and has Ring of Fire, Flares, Fire Blast and Fireball, as well as Temperature Protection.

9) Enchanted Arms – Footsoldiers swords ignite and inflict Fire DoT damage after a strike, and their Def / Res goes up as their armor transforms into plate and chain and their shield grows more ornate, with a spike in the center. They gain a Bash attack with their shield that can Disorient (treat as the Super-Strength Jab attack).

The Archer gains Fire Arrows and Web Arrows and Flash Arrows, as well as increased Resistance as his armor becomes half-chain and his helmet becomes steel.

The Shieldmaiden gains a similar armor upgrade, and the head of her spear catches on Fire (doing Fire DoT in addition to it’s normal DoT), while her shield is enchanted to have up to double the block percentage (33% for attacks directed at herself, 20% to block attacks directed at the MM so long as he is within 8’ and 10% to block an attack directed at another henchman, so long as it is within 8’). She also gains a second shield-bash attack, acting as Punch, from Super-Strength. (With ‘Jab,’ she slams the shield directly forward. With ‘Punch,’ she sweeps it sideways into the target.)

The Wizard gains Blaze and Warmth (it will only use Warmth when it is damaged, the AI will not activate it to heal others), and is surrounded with a Fire Shield defense (Corrupter versions, not Tanker-equivalent) that costs him no Endurance to maintain. His staff is now visibly aflame, but there is no change to it’s function, and his robe is now more ornate, with trim and a fancy collar.