Military Units
Strength
Resilience
Movement
Unit Traits
Armor
Black Powder
These Units will cause two extra damage each round to the Resilience 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 they will attack the nearest enemy Unit.
Fortification
Ghost
These Units will never be lost or gain Despair due to Defeat in a Conflict. This Trait is lost for any chapter that the Unit is part of a Last Stand Order or if the unit is involved in a Force Annihilation due to being unable to retreat.
Green
Intimidating
These Units, in addition to their normal attack, will also deal one damage to the enemy Units Resilience. This damage bypasses Armor.
Lock-Up
Rally
After their normal attack, these Units will restore one point of Resilience 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.
Ranged
Selective Targeting
A Unit with this trait acts like Ranged but attack Units that have the highest Strength instead of lowest Resilience.
Siege
Specialist
This Unit is a small team of only a few individuals. Owing to their small size, their Strength and Resilience 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 Resilience. 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
Move: 4 Strength: 1 Resilience: 4
Traits: Lock-Up

Archer
Cost: Military Bows
Move: 4 Strength: 1 Resilience: 3
Traits: Ranged

Skirmishers
Cost: Training
Move: 4 Strength: 1 Resilience: 2
Traits: Ghost

Heavy Infantry
Cost: Military Armor, Military Weaponry
Move: 3 Strength: 2 Resilience: 5
Traits: Armor, Driving

Dragoons
Cost: Mounts
Move: 4 Strength: 1 Resilience: 4
Traits: Mounted, Flanking

Shock Cavalry
Cost: Mounts, Military Armor, Military Weaponry
Move: 3 Strength: 2 Resilience: 5
Traits: Mounted, Flanking, Armor, Driving

Wall
Move: 0 Strength: 1 Resilience: 7
Traits: Armor, Fortification, Ranged
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
Move: 4 Strength: 3 Resilience: 4
Traits: Lock-up, Driving

Zealot
Cost: Levy (Gottreich), Training x 2
Move: 4 Strength: 1 Resilience: 4
Traits: Rally, Intimidating

Cuiriasser
Cost: Levy (Capacionne), Mounts, Military Firearms
Move: 7 Strength: 2 Resilience: 3
Traits: Flanking, Blackpowder, Mounted

Marines
Cost: Levy (Hestralia), Military Weaponry, Training
Move: 4 Strength: 2 Resilience: 4
Traits: Flanking, Driving

Longbowmen
Cost: Levy (Rogalia), Military Bows x 2
Move: 4 Strength: 3 Resilience: 3
Traits: Ranged, Driving

Fedayeen
(Infantry, Light)
Cost: Levy (Sha’ra), Training x 2
Move: 4 Strength: 2 Resilience: 3
Traits: Ghost, Intimidating

Tacksmen
(Infantry, Heavy)
Cost: Levy (Dunland), Military Armor, Training
Move: 3 Strength: 1 Resilience: 5
Traits: Stalwart, Intimidating

Væringjar
(Infantry, Heavy)
Cost: Levy (Njordr), Military Armor, Training
Move: 3 Strength: 1 Resilience: 5
Traits: Armor, Intimidating