Military Units
Strength
Fortitude
Speed
Unit Traits
Armor
Black Powder
These Units will cause two extra damage each round to the Fortitude of its target, as well as 1 damage to friendly units nearby, unless that unit also has the Black Powder Trait.
Driving
Flanking
If undefended against, this will attack the nearest enemy Unit, starting with the Back Row. Units that have attacked by a Flanker cannot be attacked again this way this Round. Instead, additional Flankers will attack the next viable target in the Back Row. If all Back Row targets have been attacked this way, the additional Flankers target the closest Front Row Unit.
Fortification
Ghost
These Units immediately safely escape the battle if they are Fleeing. Units that are Destroyed without Fleeing gain no benefit from Ghost.
Green
Intimidating
These Units, in addition to their normal attack, will also deal one damage to the enemy Unit’s Fortitude . This damage bypasses Armor.
Lock-Up
Opportunist
A Unit with this trait will ignore its ordinary target if its favored target is available, and attack that instead. This trait comes in 3 forms:
- Back Row
- Specialists
- Fleeing Units
The new target must be within 3 Vertical or Horizontal range of the Unit with this trait.
Rally
After their normal attack, these Units will restore one point of Fortitude to the allied Unit missing the most. If there is a tie for the most missing it will be given to the nearest one of them. Rally can restore Fortitude to Fleeing Units.
Siege
Ranged
Additional Ranged traits increase Vertical Range by 2.
Specialist
This Unit is a small team of only a few individuals. Owing to their small size, their Strength and Fortitude cannot exceed 1, however, their expertise provides a special effect. Specialists do not require Rations, and are immune to Despair, Fatigue, and Out-of Supply, but will still disband if their Force is annihilated or the rest of its Units disband from such effects.
Stalwart
Veteran
These Units will strike first in Conflict instead of simultaneously each round. This Trait is earned after earning 5 Battle Experience.
Well-Armed
Well-Armored
These Units gain 2 additional points of Fortitude. This Trait is earned by sending an additional Military Armor Supply to the Unit.
Mounted
The Force gains the Fast condition if every unit in the Force is Mounted.
General Units
Spearmen
Cost: None
Strength: 1 Fortitude: 4 Speed: 4
Traits: Lock-Up
Archers
Cost: Military Bows
Strength: 1 Fortitude: 3 Speed: 4
Traits: Ranged
Skirmishers
Cost: Training
Strength: 1 Fortitude: 2 Speed: 4
Traits: Ghost
Armsmen
(Infantry, Heavy)
Strength: 2 Fortitude: 5 Speed: 3
Traits: Armor, Driving
Dragoons
Cost: Mounts
Strength: 1 Fortitude: 4 Speed: 4
Traits: Mounted, Flanking
Shock Cavalry
Cost: Mounts, Military Armor, Military Weaponry
Strength: 2 Fortitude: 5 Speed: 3
Traits: Mounted, Flanking, Armor, Driving
Palisade
Strength: 1 Fortitude: 4 Speed: 0
Traits: Armor, Fortification
Wall
Strength: 1 Fortitude: 7 Speed: 0
Traits: Armor, Fortification
Military Heritage
Each Culture has it’s own way of fighting and training it’s Units, this is called Military Heritage. All Units in your Army gain the Cultural Identity based on the Culture they were levied from, Levying as Rogalian Archers, Gothic Spearmen, etc. In addition to this, Commanders may Levy a specific military unit from the lands of each culture.
Gothic
Rogalian
Dunnick
Hestralian
Njordic
Capacian
Shariqyn
Cultural Units
Flamberges
Cost: Levy (Gotha) Military Weaponry x 2
Strength: 3 Fortitude: 4 Speed: 4
Traits: Lock-up, Driving
Zealot
Cost: Levy (Gottreich), Training x 2
Strength: 1 Fortitude: 4 Speed: 4
Traits: Rally, Intimidating
Cuiriasser
Cost: Levy (Capacionne), Mounts, Military Firearms
Strength: 2 Fortitude: 3 Speed: 7
Traits: Flanking, Blackpowder, Mounted
Marines
(Infantry, Heavy)
Cost: Levy (Hestralia), Military Weaponry, Training
Strength: 2 Fortitude: 4 Speed: 4
Traits: Flanking, Driving
Longbowmen
(Infantry, Light)
Cost: Levy (Rogalia), Military Bows x 2
Strength: 3 Fortitude: 3 Speed: 4
Traits: Ranged, Driving
Fedayeen
(Infantry, Light)
Cost: Levy (Sha’ra), Training x 2
Strength: 2 Fortitude: 3 Speed: 4
Traits: Ghost, Intimidating
Tacksmen
(Infantry, Heavy)
Cost: Levy (Dunland), Military Armor, Training
Strength: 1 Fortitude: 5 Speed: 4
Traits: Stalwart, Intimidating
Væringjar
(Infantry, Heavy)
Cost: Levy (Njordr), Military Armor, Training
Strength: 1 Fortitude: 5 Speed: 4
Traits: Armor, Intimidating