Combat Doctrines

Combat Doctrines

Combat Doctrines are a Knight Order’s unique interpretation on the arts of Warfare, seen through the lens of their Valor.  The Valor of different Orders shades every aspect of war, and this manifests in specific strategic advantages and campaign styles, as well as specialized military units.  
 
Special Units have a Edge Bonus, which means they will grant an Edge to the Force they are a part of anytime their listed conditions are met, and an Advantage Bonus, which means that as long as their Force has the Combat Advantage they also gain the additional abilities or cause the effect to occur.

Campaign Advantage

Chaos of Battle is rolled with 3 6-sided Dice, discarding the lowest.

Special Forces

CalculatorS

 
Light Infantry
Specialist
Speed: 4
Strength: 5
Fortitude: 3
Tactical Edge: Battle on Hills
Advantage:  
 
Valor, Training x 3
 

Campaign Advantage

The enemy Force immediately takes Despair when the battle begins.

Special Forces

Asp Archers

Selective Targeting, Driving
Speed: 4
Strength: 1
Fortitude: 5
Tactical Edge: Enemy Force has Despair before the battle
Advantage: Asp Archers gain Lock-Up x2 
 
Valor, Training, Bows
 

Campaign Advantage

All Units with Ranged gain one free attack prior to the fight starting in any Conflict.

Special Forces

Marksmen

Ghost, Ranged, Ambusher
Speed: 4
Strength: 3
Fortitude: 4
Tactical Edge:  When Ambushing
Advantage:  +1 Strength to all Friendly Units
 
Valor, Training, Bows
 

Campaign Advantage

Forces that lose the battle lose two Units instead of one.

Special Forces

Swordsmen

(Heavy Infantry)

Armor
Speed: 3
Strength: 2
Fortitude: 6
Tactical Edge:  Outnumbering the Enemy Units
Advantage:  Swordsmen gain Driving
 
Valor, Training, Armor, Weaponry
 

Campaign Advantage

Heavy Units automatically gain Well Armored and +1 Movement

Special Forces

Heavy Archers

(Heavy Infantry)

Armor, Ranged, Driving
Speed: 3
Strength: 4
Fortitude: 4
Tactical Edge:  When Defending
Advantage:  Heavy Archers Strike First against enemy Ranged Units.  
 
Valor, Training, Bows
 

Campaign Advantage

The enemy Formation is disrupted randomly at the start of the Conflict.

Special Forces

Brawlers

(Light Infantry)

Stalwart, Intimidating

Speed: 4
Strength: 3
Fortitude: 4
Tactical Edge:  During Attacks
Advantage:  Brawlers gain +2 Resilience
 
Valor, Training
 
 
 

Campaign Advantage

All Light Units gain Well-Armed

Special Forces

Pikemen

(Light Infantry)

Lock-Up, Driving, Stalwart

Speed: 4
Strength: 4
Fortitude: 3
Tactical Edge:  Enemy Force contains Heavy Infantry
Advantage:  Enemy Infantry lose 1 Strength
 
Valor, Training, Weaponry
 
 
 

Campaign Advantage

All Units gain Stalwart and are immune to Intimidating

Special Forces

Duelists

(Light Infantry)

Lock-Up, Stalwart

Speed: 4
Strength: 3
Fortitude: 4
Tactical Edge:  When Defensive
Advantage:  Gain Lock-up
 
Valor, Training, Weaponry

Campaign Advantage

Your units are immune to the negative aspects of the Blackpowder Trait.

Special Forces

Musket Infantry

(Light Infantry)

Blackpowder, Ranged, Driving

Speed: 4
Strength: 4
Fortitude: 4
Tactical Edge:  When Defensive
Advantage:  +1 Strength, +1 Resilience
 
Valor, Training x 2, Weaponry

Campaign Advantage

The Fortify Order does not cause Fatigue.

Special Forces

Siege Engineers

(Light Infantry)

Ranged, Specialist, Siege

Speed: 4
Strength: 4
Fortitude: 3
Tactical Edge:  If Attacking an Enemy Force with Foritifications 
Advantage:  Gain three Walls at the top of your Formation for the duration of the Conflict. 
 
Valor, Training, Weaponry x 2.

Campaign Advantage

Formation will be Optimized for every Conflict. 

Special Forces

Comissars

(Light Infantry)

Intimidate, Rally

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When your Force is Defensive, Lying in Wait, or Attacking. 
Advantage:  All Units in this Force and Supporting Force get +1 Strength.
 
Valor, Training x 2

Campaign Advantage

50% reduction in Supplies needed to feed your army. 

Special Forces

Battle Aurochs

(Heavy Infantry)

Intimidating, Armor

Speed: 3
Strength: 3
Fortitude: 4
Tactical Edge:  On Plains
Advantage:  Gain +1 Strength
 
Valor, Training, Armor

Campaign Advantage

Allows use of Espionage order

Espionage 

 You may issue an Order against another Force within three Provinces.  By doing so you will receive a report of every Unit within that Force and the Formation of them, as well as the location of all other Forces in that Army.

Special Forces

Strikers

(Light Infantry)

Ambusher, Selective Targeting

Speed: 4
Strength: 4
Fortitude: 3
Tactical Edge:  While Enemy Force has been successfully targeted with Espionage and hasn’t Reorganized since
Advantage:  Roll one additional Chaos of Battle die, keeping only the two highest
 
Valor, Training, Weaponry

Campaign Advantage

No penalties in Forests. Gain Below Notice in Forests.

Special Forces

Watchers

(Light Infantry)

Ghost, Ranged

Speed: 4
Strength: 3
Fortitude: 2
Tactical Edge:  When in Forests
Advantage: +2 Resilience
 
Valor, Training x 2, Bow

Campaign Advantage

Units in Conflict that fall are refreshed at the end of the Round with 1 Resilience. This effect occurs once per Conflict.

Special Forces

Titans

(Heavy Infantry)

Armor, Stalwart, Lock-up

Speed: 3
Strength: 1
Fortitude: 6
Tactical Edge:  When outnumbered
Advantage:  Gain Armor
 
Valor, Training, Armor x 2

Campaign Advantage

All Units gain the Lock-up Trait

Special Forces

Halberdiers

(Heavy Infantry)

Lock-Up, Armor, Driving

Speed: 3
Strength: 2
Fortitude: 6
Tactical Edge:  When any Units in the enemy Force are Cavalry.
Advantage:  Gain Lock-up and Stalwart
 
Valor, Training, Armor, Weaponry

 

Campaign Advantage

Gain use of the Lay Traps order. 

Lay Traps

You may issue an Order to lay a series of traps in the Province you are staying in.  These traps are considered Below Notice.  If a Force, other than your own, moves over a Province with traps in them they will immediately stop movement and gain Despair.  These traps will remain forever until triggered.

Special Forces

Woodsmen

(Light Infantry)

Ambusher, Selective Targeting

Speed: 4
Strength: 3
Fortitude: 4
Tactical Edge:  When Lying in Wait
Advantage:  The area is considered Trapped as per the Lay Traps order.
 
Valor, Training x 2, Weaponry

Campaign Advantage

All Units gain Intimidating

Special Forces

Border Reavers

(Light Cavalry)

Ghost, Intimidating

Speed: 7
Strength: 2
Fortitude: 3
Tactical Edge:  When your Force only consists of Border Reavers
Advantage:  Enemy Force is randomly Reorganized before the battle (and must be Reorganized afterwards to fix this)
 
Valor, Training x 2, Mount

Campaign Advantage

All Units gain Driving

Special Forces

Bravos

(Light Infantry)

Ghost, Ambusher

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When Lying in Wait
Advantage:  Bravos and adjacent units are immune to Lock-up.
 
Valor, Training, Weaponry

Campaign Advantage

All Units gain Armor. 

Special Forces

Immortals

(Heavy Infantry)

Armor, Stalwart

Speed: 4
Strength: 3
Fortitude: 5
Tactical Edge:  When in Conflict with a Force you have used Parlay on before. 
Advantage:  Roll and keep an extra Chaos of Battle die.  If the result is higher than 12, gain +3 strength
 
Valor, Training x 2

Campaign Advantage

All Units gain the Ambusher Trait. 

Special Forces

Assassins

(Light Infantry)

Specialist, Selective Targeting, Ghost

Speed: 4
Strength: 4
Fortitude: 2
Tactical Edge:  When Lying in Wait.
Advantage:  Change doubling of Strength from Ambusher trait to Tripling of Strength from Assassins.
 
Valor, Training x 2, Weaponry

Campaign Advantage

Regain 1 additional Requisition at controlled cities per Chapter.

Special Forces

Rakes

(Light Infantry)

Intimidating, Specialist

Speed: 4
Strength: 3
Fortitude: 3
Tactical Edge:  During any Chapter where you pay 5g to this Force (limit 1/Chapter)
Advantage:  +1 Strength, +2 Resilience to all Units in this Force
 
Valor, Training, Weaponry

Campaign Advantage

Your Forces may move through Mountains and Mountain Passes for only 2 Movement.

Special Forces

Mountain Runners

(Light Infantry)

Ghost, Ranged

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When in Mountains and Mountain Passes.
Advantage:  All Units in this Force gain +1 Strength
 
Valor, Training, Bow

Campaign Advantage

All Units increase their Speed by 2.

Special Forces

Fleet-Men/Dancers

(Light Infantry)

Flanking, Ghost

Speed: 5
Strength: 2
Fortitude: 4
Tactical Edge:  When this Force has moved this Round. 
Advantage:  Fleet-men do double damage the first Round of Conflict. 
 
Valor, Training x 2

Campaign Advantage

Gain the Campaign Advantages of any Supporting Forces

Special Forces

Standard Bearers

(Light Cavalry)

Specialist, Flanking

Speed: 7
Strength: 2
Fortitude: 5
Tactical Edge:  When Supported
Advantage:  +1 Strength
 
Valor, Training, Mount

Campaign Advantage

Gain use of the False Flag order, Light Infantry in your Forces gain +2 Resilience.

False Flag

You may issue an order to remake banners, tents and other signaling devices such that your Force appears in Surveillance Reports to be that of any other Army you choose.  This does not hold up against the closer inspection of a Scout Order.

Special Forces

Turncoats

(Light Infantry)

Ambusher, Ghost

Speed: 4
Strength: 2
Fortitude: 3
Tactical Edge:  When you have used False Flag to appear as the enemy Force and are attacking. 
Advantage:  Treat the battle as a successful Ambush by this Force.
 
Valor, Training x 2

Campaign Advantage

Unless the Force has Despair, it always has Hope.

Special Forces

Battle Bards

(Light Infantry)

Intimidate, Rally

Speed: 4
Strength: 1
Fortitude: 4
Tactical Edge:  When Defensive
Advantage:  All Units in this Force gain Stalwart.
 
Valor, Training x 2

Campaign Advantage

Gain use of the Parlay Order.

Parlay – You may issue an Order that allows you to meet with your enemy commander on the field to discuss terms.  This will allow you a Scene with the enemy commander where you may possibly be able to reach some sort of favorable conclusion.

Special Forces

Emissaries

(Light Infantry)

Lock-up, Ghost

Speed: 4
Strength: 3
Fortitude: 5
Tactical Edge:  When in Conflict with a Force you have used Parlay on before. 
Advantage:  Roll and keep an extra Chaos of Battle die.  If the result is higher than 12, gain +3 strength
 
Valor, Training x 2

Campaign Advantage

Gain use of the Feint order. 

Feint 

You may issue an Order that creates a decoy Force within two Provinces of the one that gave this Order.  This decoy Force will look exactly like your own in Surveillance Reports but will not stand up to the closer scrutiny of a Scout.  If you move your Force in anyway after performing this Order the decoy will disappear, though you may issue other Orders such as Defend, Fortify, or Ambush.

 

Special Forces

Bertruger

(Light Infantry)

 Ghost

Speed: 4
Strength: 1
Fortitude: 5
Tactical Edge:  If the enemy attacked a Feint decoy in the last round. 
Advantage:  Your force does not lose a Unit or gain Despair if defeated, but the enemy thinks it does.
 
Valor, Training x 2

Campaign Advantage

Gain use of the Gather Intel Order.

Gather Intel

You may issue an Order against another Force within two Provinces to discover the last and current Orders their Commander issued.

Special Forces

Spies

(Light Infantry)

Ghost, Specialist

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When you’ve used the Gather Intel Order on the opposing Force since the beginning of the last Round. 
Advantage:  Spies gain Selective Targeting.
 
Valor, Training x 2

Campaign Advantage

Your supply lines are invisible and may not be Raided. 

Special Forces

Partisans

(Light Infantry)

Ambusher, Specialist

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When Opposing Force is out of Supply.
Advantage:  Your Force gains Ghost
 
Valor, Training x 2

Campaign Advantage

Gain use of the Provoke order. 

Provoke 

You may issue an Order against an enemy Force within an adjacent Province to your own.  By doing this you will override their normal Order (if they have one) and cause them to attack the Force that gave this Order.  This forces them to fight you on your terms and on the Terrain your Force is standing on.  Gain an Edge for this attack; this Order can be given by a Force that is lying in Ambush without spoiling that Order.

Special Forces

Ransomers

(Light Infantry)

Lock-up, Intimidating

Speed: 4
Strength: 2
Fortitude: 5
Tactical Edge:  When Attacking
Advantage:  At the next game, you will get a special Scene to ransom back (in either direction) ‘killed’ troops. A successful Ransom does not give Vanity 3. 
 
Valor, Training x 2, Weaponry

Campaign Advantage

Automatically see all Below Notice features in your Forces’ Surveillance Range.  

Special Forces

Spotters

(Light Infantry)

Ghost, Stalwart

Speed: 4
Strength: 2
Fortitude: 4
Tactical Edge:  When you’ve Scouted the Opposing Force in the previous Round.
Advantage:  Your Force gains +1 Strength. 
 
Valor, Training x 2

Campaign Advantage

Your Forces will never gain Despair and are immune to certain special effects of Triumvirate Forces.

Special Forces

Mithrihim Priests

(Heavy  Infantry)

Armor, Rally, Specialists

Speed: 2
Strength: 3
Fortitude: 6
Tactical Edge:  When the Opposing Force is Heretical or Malefic.
Advantage:  When Mithrihim Priests are eliminated in a Conflict, they instead refresh to their full Resilience at the end of the Conflict Round.  This happens once per Conflict.
 
Valor, Training, Armor, Weaponry