Military Units

Military Units

While there are many logistical and strategic factors to account for in the running of a military campaign, the tactical portion of a battle is every bit as important.  The tactical capabilities of an army come down to its Units, the specific roles of its soldiers and what they can accomplish on a battlefield.  A Unit represents a group of around one hundred men or, in the case of cavalry, around fifty horses and fifty men.
 
A Unit has 3 primary characteristics:  StrengthResilience, and Movement, as well as further characteristics described with Unit Traits.
 

Strength

A Units offensive power and capacity to outmatch enemy soldiers.  A Unit deals its Strength in damage to the enemy Resilience every Round.

Resilience

A combination of a unit’s defensive cohesion and its morale, Resilience is the amount of punishment the Unit can take before they break and fall back.

Movement

A Units movement is the amount of distance that the Unit can move on the Theater map.  A Force can only move as quickly as its slowest Unit.

Unit Traits

Unit Traits represent the specific tactical advantages that make Units unique.  Every kind of Unit has some Unit Traits that define its usefulness on the battlefield.  If a Unit has the same Unit Trait multiple times, its effects combine.

Ambusher

These Units, if part of an Ambush Order, double their Strength for the Conflict after any other modifiers. (Additional instances of this Trait increase the multiplier by one.)

Armor

These Units will ignore the first point of damage from each attack made against it every Round.

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

These Units will discount an Armor Trait of the enemy Unit they are attacking.

Flanking

If undefended against they will attack the nearest enemy Unit.

Fortification

These Units do not count for the sake of Victory or Defeat and are unaffected by circumstantial bonuses or penalties such as weather, terrain or Chaos of Battle.

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

Troops with no Battle Experience have this Trait.  These Units lower maximum Strength and Resilience by one.  This is lost after gaining Battle Experience.

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

If these Units do damage during their normal attack, they will lower the Strength of the enemy Unit they are attacking by one; this is cumulative with further attacks.

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

These units will direct their attack at the enemy Unit with the lowest Resilience on the field.  If there is a tie for lowest, then it’ll be the nearest enemy Unit among them.

Selective Targeting

A Unit with this trait acts like Ranged but attack Units that have the highest Strength instead of lowest Resilience.

Siege

This Unit targets Fortification Units first if Ranged, as well as gaining double Strength after Terrain and Weather modifiers when attacking Walls.

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

After their normal attack, these Units will restore one point of missing Resilience to themselves.

Veteran

These Units will strike first in Conflict instead of simultaneously each round.  This Trait is earned after earning 5 Battle Experience.

Well-Armed

These Units gain an additional point of Strength.  This Trait is earned by sending an additional Military Weaponry Supply to the Unit.

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

 These Units are available to all Commanders capable of Levying Forces.  
 

Spearmen

(Infantry, Light)
Cost: None
Move: 4  Strength: 1  Resilience: 4
Traits: Lock-Up

Archer

(Infantry, Light)
Cost: Military Bows
Move: 4  Strength: 1  Resilience: 3
Traits: Ranged

Skirmishers

(Infantry, Light)
Cost: Training 
Move: 4 Strength: 1  Resilience: 2
Traits: Ghost

Heavy Infantry

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

Dragoons

(Cavalry, Light)
Cost: Mounts
Move: 4  Strength: 1  Resilience: 4
Traits: Mounted, Flanking

Shock Cavalry

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

Wall

Cost: Fortify Order
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

Gothic soldiers rapidly set up Fortifications when they make camp, and always behave as if they are Defending one Wall when under attack.

Rogalian

Rogalian Units are levied already seasoned with 3 Battle Experience.
 

Dunnick

Dunnick Infantry Units gain +1 Movement and all Light Infantry Units gain an additional 1 Strength.
 

Hestralian

Hot-blooded Hestralian Units gain an +1 Strength when Attacking. 

Njordic

Njordic Units ignore the effects of Winter Snows including being able to traverse Mountains safely. 

Capacian

Capacian Cavalry Units gain +1 Movement and all Capacian Units ignore the effects of Spring Rains, and the collateral damage of the Black Powder trait.

Shariqyn

Shariqyn are used to long treks and desert heat – their Forces are always Fast, and are immune to Summer Heat. 

Cultural Units

These Cultural Units are an extension of the Military Heritage of each culture, and can be levied from Cities that belong to that Culture by paying the listed cost.  The Pontifical state of the Gottreich, controlled directly by Holy Lethia, counts as a separate territory to Gotha.

 

Flamberges

(Infantry, Heavy)
Cost:
 Levy (Gotha) Military Weaponry x 2
Move: 4  Strength: 3  Resilience: 4
Traits: Lock-up, Driving

Zealots

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

Cuiriasser

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

Corsairs

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

Longbowmen

(InfantryLight)
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