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==Overview==
==Overview==
[[Imperial armies]] possess qualities that give them advantages in certain situations. These ''keywords'' reflect the flavour of the army and the nation to which it belongs. A [[military unit]] assigned to assist a campaign army does not gain the benefit of these keywords.  Likewise, the additional strength granted by an [[enchantment]] such as [[Knights of Glory]] or [[Quickening Cold Meat]] is not counted for purposes of determining the effect of a keyword.
All [[Imperial armies]] and most barbarian armies possess qualities that give them advantages in certain situations. These qualities represent the unique strength of each army reflecting the flavour of the army and the nation to which it belongs.


==Applying Keywords==
==New Qualities==
Some keywords are applied automatically, some like [[#Magic|magician]] and [[#Mercenary|mercenary]] require the general to provide payment. This payment should be handed into GOD in the general's hand-in baggy - and then an email sent to PD after the event.
When a new Imperial army is raised, it receives a quality automatically that reflects it's purpose, the nation who has raised it, and the conditions under which it was mobilized. Most Imperial nations have one or two qualities that are common for their armies, but it is possible for plot developments to provide the option for to choose a different quality.


Some keywords are applied only if the campaign involves a specific terrain. For instance an army with the Forester keyword may gain a bonus when fighting in a territory with a region with the Forest keyword. These keywords are activated under two conditions:
Existing [[Imperial armies]] already have a quality representing their traditional roles and history. Such qualities cannot be changed, nor can any army ever have more than one quality.  
* Your side controls the region with the keyword
* Your side attacks the region with the keyword


==Gaining new keywords==
==Cruel==
Existing [[Imperial armies]] already have one or more keywords representing their traditional roles. An existing keyword can be removed without cost. Adding or removing a keyword requires a motion by the [[Imperial Senate]]. An Imperial army can gain additional keywords, but the cost to add each new keyword is progressively more expensive. The first keyword added to an army requires 50 wains, the second 100 wains, the third 200 wains and so on.
* '''Can use the ''merciless onslaught'' order when [[Orders#Attacking|attacking]]'''
* '''The presence of a cruel army in a territory is impossible to conceal and is always obvious to other armies in the same territory'''
* '''Other Descriptors: Dread, Fearsome, Merciless, Monstrous, Terrifying'''
A '' cruel'' army breaks the morale of it's opponents. It may employ ruthless tactics, torture of prisoners and civillians, monstrous auxillaries or psychological tricks that cause even the most disciplined army to prefer flight over capture. Enemy forces often withdraw well before their troops are in danger of being routed, aware that overconfidence in the face of a cruel opponent could lead to the loss of their entire army. No current Imperial army has this quality, but in the past both the [[Iron Helm]] of [[Varushka]] (disbanded during the reign of Empress Mariika) and the [[Dance of Blood]] of [[Navarr]] (destroyed by the Jotun in 244YE) employed dreadful tactics against their barbarian opponents.
<box>'''Merciless onslaught'''
* '''An enemy army that takes casualties from this army will break if their military strength falls below 1,500 (or below 2,250 if they are [[Imperial_army#Large_Armies|large]]'''
The army tries to break the spirit of their enemy. They ambush or overrun the enemy, leave mutilated corpses or maimed opponents to warn their comrades. Some cruel armies may employ monstrous beasts, summoned creatures, or psychological tactics designed to demoralise the opposing forces. </box>


Applying keywords to a [[Imperial armies#Large armies|large]] army costs 75 wains, 150 wains, 300 wains and so on. These additional costs need to be paid regardless of whether the keyword is being applied to an existing large army, or if a standard army with keywords is turned into a large army.
==Disciplined==
* '''Can use the ''strategic defence'' order when [[Orders#Defending|defending]]'''
* '''Other Descriptors: Strategic, Tactical, Vigilant'''
A ''disciplined'' army is well-organised and relentlessly drilled. Every soldier is a professional who knows their place in the chain of command. The [[Granite Pillar]] of [[Highguard]] and the [[Summer Storm]] of the [[Imperial Orcs]] are armies known for their discipline. Several attempts have been made in the past by the [[Urizen_military_concerns#Sentinels|sentinels]] of [[Urizen]] to raise a disciplined, strategically minded army that embrce the national philosophies of [[excellence]] and [[arete]].
<box>'''Strategic defence'''
* '''The army gains an additional victory point for each enemy army in the territory that takes an attacking order to a maximum of 5 additional victory points.'''
The strategic army concentrates on orchestrating well planned defences designed to exploit flaws in the enemy strategy. The army excels at taking advantage of the slightest mistake or misjudgement by enemy commanders.
</box>


==List of Keywords==
==Fast==
===Aggressive===
* '''Can move five territories each season rather than the usual three. It must stop moving when it enters a hostile territory.'''
An ''aggressive'' army focuses on inflicting casualties on the enemies. The soldiers are trained and equipped to gather and exploit information about the lay of the land.<br>
* '''Other Descriptors: Durable, Pathfinder, Organized.'''<br>
'''Effect:''' An aggressive army has the number of [[casualties]] it inflicts increased by 10% if it has been in this [[territory]] since start of the last season. If it has been in this territory for two full seasons, the extra casualties increase to 20%, and once the army has been in the territory for three full seasons, the additional casualties reach the maximum 30%.
A ''fast'' army is able to move quickly over long distances. This is not just a quality of speed - moving thousands of soldiers overland is a daunting logistical prospect. Within the Empire, a fast army takes advantage of the [[trods]] whenever it can, supplementing their magic with forced marches and expertly organised baggage trains. The [[the Brass Coast|Freeborn]] [[Fire of the South]] and the [[Navarr]] [[Black Thorns]] are both known for their speed and mobility.


===Coastal===
==Foraging==
A ''coastal'' army often includes mariners among its soldiers, and is usually supported by boats or even ships. This is the closest the Empire currently has to a naval force. The army is experienced at dealing with sailors and fishermen, travelling by boat and ship, dealing with the realities of amphibious assaults, and making beachhead landings. It is most common among [[The Brass Coast|Freeborn]] armies.<br>
* '''Can use the ''pillage'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Outcomes|campaign outcome]] when the campaign includes a region with the coastal  keyword. The coastal keyword applies to many areas adjacent to the sea (although not all - the wide beaches of the [[The Brass Coast|Brass Coast]] represent entirely different terrain to the cliffy bluffs of [[Urizen]]), and also to some regions around major rivers or other large bodies of water.
* '''Other Descriptors: Looter, Scavenger, Snaffler, Raider, Maggots (derogatory)'''
A ''foraging'' army excels at stripping enemy settlements and casualties of valuables. The [[the Brass Coast|Freeborn]] [[Red Wind Corsairs]] are known for their ability to gather resources in enemy territory. Some [[Wintermark]] armies find fighting alongside a foraging army distasteful - the deeply ingrained cultural dislike for "[[Wintermark_economic_interests#Maggot|maggots]]" is well known.
<box>'''Pillage'''
* '''The army generates wealth based on the number of victory points generated.'''
* '''Does not change army strength, casualties inflicted or casualties suffered.'''  
* '''The army does not loot it's allies: they must be in hostile territory or facing some enemy opposition to use this order.'''
The army concentrates on looting enemy forces. They launch attacks intended to capture baggage trains and other financial objectives. They focus on capturing [[mine|mines]], [[forest|forest preserves]], [[farm|farms]], [[business|businesses]], [[mana site|mana sites]] and [[herb garden|herb gardens]]. A portion of this bounty in the form of [[Game items#Coins|money]], [[Potion#Herbs|herbs]], [[Game_items#Mana_Crystals|crystal mana]], crafting [[materials]] and potentially even rare materials such as weirwood, mithril or white granite are claimed by the army general.</box>


===Disciplined===
==Glorious==
A ''disciplined'' army has well organised chain of command, and every soldier knows what to do if separated from a superior officer. The army is often supported by priests or spiritual advisors - within the Empire they may make use of [[Religious skills|ceremonies of the Way]] to provide additional guidance. Armies from [[Highguard]] and the [[Iron Confederacy]] are most likely to have this keyword.<br>
* '''Can use the ''triumphant charge'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' This army is disbanded when it takes [[casualties]] that reduce it's strength below 250 rather than below 1,000. In addition, a disciplined army is more effective at fighting [[#Fearsome|fearsome]] enemies. When this army engages fearsome enemies, the benefits of the fearsome keyword are neutralised and the disciplined army inflicts an additional 20% casualties against those armies.
* '''Can use the ''final stand'' order when [[Orders#Defending|defending]]'''.'''
* '''Other Descriptors: Crazed, Heroic, Honourable, Righteous.'''
A ''glorious'' army is full of fighting spirit, and is capable of utter commitment to the act of war. Stories are still told of the [[Burning Falcon]], a [[The Brass Coast|Freeborn]] army with many [[The Brass Coast military concerns#Kohan|kohan]] that was wiped out to the last soldier holding off a [[Jotun]] force three times it's own size during the invasion of [[Hahnmark]] in 247YE, while troubadours still sing of the last-ditch, foolhardy assault of the [[Dawn|Dawnish]] [[Gryphon's Pride]] against the barbarians in the [[Barrens]]. Today, the [[Dawn|Dawnish]] [[Hounds of Glory]] are glorious, while the [[Green Shield]] of [[Wintermark]] are known for their heroism.
<box>'''Triumphant charge'''
* '''The ability of this army to capture territory is increased by two-fifths.'''
* '''Casualties inflicted by this army are increased by one fifth.'''
* '''Casualties suffered by this army are increased by half.'''
A general who unleashes their troops in a triumphant charge seeks great victory, but pays a great price. The army confronts the strongest enemy troops and the most defended positions, and attempts to rout them. Individual soldiers and companies engage in valiant attacks, employing risky tactics to defeat their opponents. The army will gain much more ground, but does so at the cost of increased casualties.
</box>
<box>'''Final stand'''
* '''Any victory gained by the enemy converts to additional casualties taken by this army, rather than territory gained.'''
* '''Every enemy victory point causes 100 additional casualties to this army until the army disbands.'''
Sometimes a general needs to hold a position regardless of cost. A final stand trades Imperial lives for every inch of ground that would otherwise be lost. The order is rarely used; even if the army is not wiped out, it will almost certainly be severely weakened. When an attacking force must not be allowed to gain territory or establish a beachhead, it is incredibly effective.<br>
<!-- Effect: An army that makes a ''final stand'' automatically converts all VPs gained by the enemy force into additional casualties taken by this army, at a cost of 100 casualties per VP. '''Graeme things Triumphant Charge is okay, but Final Stand is fine in concept but numbers may need balancing.--></box>


===Fast===
==Guerilla==
The soldiers of a ''fast'' army are trained to move quickly for long periods of time, carrying their gear. Overland, they can outpace most other armies of similar size. The logistics of the army are often focused towards helping soldiers move, and recovering from forced march.<br>
* '''Can use the ''hit and run'' order when [[Orders#Defending|defending]]'''
'''Effect:''' The army can [[War#Moving armies|move]] five territories each season, rather than the usual three. It must stills top moving when it enters a hostile territory.
* '''Other Descriptors: Adaptable, Hunter, Ranger, Territorial.'''
A ''guerilla'' army is adept at fighting in difficult terrain. It is often organised into many small companies that can fight independantly of each other, employing scouts and messengers to keep each element of the force appraised of the status and position of other forces. The [[Northern Eagle]] army of [[Varushka]] has extensive experience fighting in difficult terrain; the [[Winter Sun]] of the [[Imperial Orcs]] incorporates hard lessons learned by the original rebels fighting the Empire in the southern territories.
<box>'''Hit and run'''
* '''Your side must control a region with the forested, hilly or marsh keyword.'''
* '''The ability of this army to defend territory is increased by a fifth.'''
* '''Casualties suffered by this army are decreased by a fifth.'''
* '''Casualties inflicted by this army are decreased by a fifth.'''
The army uses their mastery of wilderness survival to impede enemy advances. They set up camp in defensible locations, use hidden paths to move around, and employ natural features of the wilderness to hamper their attackers. A guerilla army in a defensible position does everything it can to make itself hard to attack, rarely presenting the enemy with an opportunity for a pitched battle. This tactic is especially effective at slowing the advance of an enemy force while awaiting reinforcements</box>


===Forester===
==Hard Bitten==
Fighting in a ''forest'' is a frustrating undertaking. Trees make it difficult for armies to form up, and so an army with experience fighting in this kind of terrain often split up into several smaller units capable of operating for several days without supervision. Their ability to operate in diffuse formations gives them a significant advantage over armies less versed in guerilla warfare.<br>
* '''Can use the ''make them pay'' order when [[Orders#Defending|defending]]'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Outcome|outcome]] when the campaign includes a region with the forested keyword.
* '''Other Descriptors: Garrison, Unyielding, Stubborn'''
A ''hard-bitten'' army refuses to give ground to invaders. When fighting from defensive positions they can inflict massive casualties on enemy forces that dare to approach them. The [[Strong Reeds]] of [[the Marches]] are a stubborn army who use every advantage to make their enemies pay for every inch of Marcher soil they try to take, while the [[Fist of the Mountain]] possess a dogged refusal to back down before their foes. Some [[Druj]] armies are adept at using traps and treacherous tactics to slowy grind an agressor down as they attempt to claim barbarian territory.
<box>'''Make them pay'''
* '''Casualties inflicted by this army are increased by two fifths'''
* '''Casualties suffered by this army are increased by a fifth'''
The army attempts to bleed the enemy, making them pay for every inch of ground surrendered. The army takes any chance to butcher their attackers; enemies suffer greatly increased casualties if they push forward, at the price of increased losses for the defenders. </box>
<!-- Make them pay is a defensive order, it will not initiate a campaign if the opposing side all take defensive orders. The army inflicts 50% additional casualties against any attacking side, but takes an additional 20% casualties themselves. -->
<!-- Initally theey did not take additional casualties, but Graeme suggested the +20% casualties taken. More than cut them/aggressive down this gives you an option nobody else gets - it is distinct from give ground. -->


===Glorious===
==Haunted==
A ''glorious'' army lives to fight. Individual soldiers strive to excel, taking joy in fighting stronger opponents and seeking opportunities to defeat their enemies and win their battles. It is most common in [[Dawn|Dawnish]], [[Wintermark]] and [[Jotun]] armies.<br>
* '''Can use the ''reap the harvest'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Victory|campaign outcome]], but all casualties it takes are increased by 10%.
* '''Other Descriptors: Accursed, Bloodthirsty, Leech, Slave, Unliving'''
A ''haunted'' army gains strength as it defeats enemies. It might contain creatures that are able to consume the corpses of those they have defeated or be empowered with fell winter magics that allow them to raise the dead as husks to fight again. A haunted army that gains strength using this order cannot take itself above it's normal maximum strength. No Imperial army has ever had this quality; no encountered [[barbarian]] army has had this quality, either.
<box>'''Reap the harvest'''
* '''The ability of this army to capture territory is decreased by one-fifth'''
* '''If the army is victorious it gains 10% of all the casualties slain in that campaign as free resupply'''
The army recovers the bodies of those who have fallen on the battlefield, using the corpses to replenish the army, at the cost of pushing forwards and taking territory. If the army is not victorious then they do not gain any resupply from this order.</box>


===Logistics===
==Magic==
An army with good ''logistics'' has excellent access to supplies and the organisation to make sure they get to where they are needed. They may also be adept at making use of materials scavenged while on campaign, or carry additional supplies with them when they are at war.<br>
* '''[[Rituals]] that target a [[territory]] may be performed using the general of this army as a focus'''
'''Effect:''' This army can resupply [[Casualties#Natural Resupply|naturally]] at the rate of 750 strength each season rather than the normal 500 (a [[Imperial armies#Large armies|large]] army would resupply at 1,125 troops each season rather than 750). They must still obey the normal requirement for natural resupply. Other ways of resupplying an army are not changed.
* '''The general receives a report detailing significant magical effects in the territory the army occupies'''
* '''The general receives a small bounty of crystal mana harvested by the magicians associated with the army, usually twenty five crystal mana.'''
* '''Other Descriptors: Arcane, Haunted, Necromantia'''
A ''magic'' army contains many magicians, and soldiers trained to fight alongside magicians. They can construct a temporary regio during a campaign, and provide a bounty of crystal mana to their general for use in creating helpful [[enchantments]]. The [[Citadel Guard]] of Urizen possess this quality. Rumours suggest that the native defenders of [[Karsk]] who have been assisting the [[Varushka|Varushkan]] [[general|generals]] during their fight against the Thule also possess this quality. Several [[Thule]] armies possess similar sorcerous powers. The [[Axos|Axou]] and the [[Principalities of Jarm|Jarmish]] also field several armies with this quality.<br>
<box>'''Ritual targetting'''<br>
This army contains many magicians and magical experts. The general of the army can serve as a focus for any ritual that targets a territory, replacing the requirement for that ritual to be performed at a [[regio]] in the target territory. This only works for rituals targetting the territory where the army is currently on campaign. The general must be present throughout the ritual. Examples of rituals that can be empowered in this way might include [[Frozen Citadel of Cathan Canea]] (although the target territory must still contain a suitable region), or a [[curse]] such as [[Rivers Run Red]] or [[Naeve's Twisting Blight]].</box>
<!-- Any ritual that targets a territory may be performed using the general of the magic army in place of the requirement to be at a regio in the territory containing the general's campaign army. The army also receives information about significant magical effects in the territory which is delivered as a report to the general. Finally, the army provides the general with a small bounty of crystal mana, 36 crytsals in all '''(TBC)''' which are harvested by the ritual magicians associated with the army. -->
<!-- Initially Graeme thought this was a tturkey, unless you were a ritualist. Not good enough - make it better. Matt suggested "give the general some mana crystals". Graeme suggests 5 mana sites worth, matt and andy thing this is too much, we can compromise on an amount. -->


===Magic===
==Mercenary==
A ''magic'' army contains many more magicians, and soldiers trained to fight alongside magicians, than a standard army. Such armies integrate magical and martial tactics to harry their opponents and achieve difficult goals. Armies from [[Urizen]], [[Thule]] and [[Axos]] are most likely to have this keyword.<br>
* '''The army can use [[#Siege|siege]], [[#Scouting|scouting]], [[#Foraging|foraging]], [[#Resilient|resilient]] or [[#Skirmishing|skirmishing]] once each per year'''
'''Effect:''' If the general of this army supplies 35 mana crystals, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.
* '''Other Descriptors: Flexible, Free Company'''
A ''mercenary'' army has experience working with and integrating mercenaries and other independent military units. They may employ [[#Siege|siege engineers]], [[#Scouting|expert scouts]], [[#Foraging|wagon raiders]], [[#Skirmishing|light infantry]] or [[#Resilient|free companies]], but each group can only be employed once each year. The [[Wolves of War]] is a [[the League|League]] army that attracts mercenary banners and free companies from across the empire.
<box>'''Mercenary Options'''<br>
A mercenary army is versatile, but can only employ each type of specialist troop once a year. For example, the general of the Wolves of War is appointed in Autumn. They might immediately employ wagon raiders (and use the ''pillage'' order), but then cannot employ those auxilliary troops again until after the next Autumn summit.</box>


===Mercenary===
==Physick==
A ''mercenary'' army is not necessarily one that fights for payment, but rather one that has experience working with and integrating independently minded [[military unit|military units]] who ''do'' fight for payment. Armies from the [[The Brass Coast|Brass Coast]] and [[The League|League]] are most likely to have this keyword.<br>
* '''Can use the ''tend the fallen'' order when [[Orders#Defending|defending]]'''
'''Effect:''' If the general of this army supplies 5 thrones, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.
* '''Other Descriptors:''' Apothecary, Grimnir, Healer, Herbalist, Hospitaller, Support'''
A ''physick'' army contains a large number of battle-field hardened healers of various traditions, and soldiers adept at fighting alongside them. The force excels at using medical skills, establishing mobile field hospitals, and applying principles of triage to save those who can be saved. There is no Imperial army with this quality at the moment.  
<box>'''Tend the fallen'''<br>
* '''All casualties suffered by this army are reduced by a fifth.'''
* '''All casualties suffered by allied armies in the same territory who are taking defensive orders are reduced by a tenth.'''
* '''The ability of this army to defend territory is reduced by a fifth.'''
The army establishes mobile field hospitals, and supply points while ensuring allied forces are accompanied by talented physicks and soldiers trained to support them. Medicinal herbs are gathered, and healing or defensive potions distributed to officers. The army focuses on moving casualties away from battlefields, patching them up, and returning them to the front.</box>


===Marsh Fighter===
==Relentless==
An army experienced in fighting in a ''marsh'' gains significant advantages over less experienced armies. They tend to be more comfortable operating in smaller units, may favour ranged weapons, and have the support of magicians or surgeons trained to deal with insect bites, poisonous vermin and disease. They also tend to have a bit of specialist equipment, such as waterproof cloaks.<br>
* '''Can use the ''cut them down'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Outcome|campaign outcome]] when the campaign includes a region with the marsh keyword.
* '''Other Descriptors:''' Bloodthirsty, Ruthless, Savage'''
A ''relentless'' army is capable of focused, sustained attacks against their enemies. They may have superior equipment, advanced combat training, or simply possess an unquenchable thirst for the blood of their foes. Within the Empire, the [[the Marches Military concerns#Bounders|bounders]] are known for their relentless pursuit of their enemies. It is also a common quality for [[Jotun]] and [[Druj]] armies.
<box>'''Cut them down'''
* '''Casualties inflicted by this army are increased by three tenths'''
* '''Casualties suffered by this army are increased by a fifth'''
The army takes every opportunity to engage with the enemy to try and cut them down. They may claim some territory, but this is secondary to their goal of slaughtering as many of the enemy as possible. This emphasis on engaging the enemy means that the army loses more troops itself; but the commitment to fighting and preparations it takes mean that it suffers comparatively less than the opponents it engages.</box>


===Resilient===
==Resilient==
A ''resilient'' army might be equipped to produce makeshift fortifications, or it might simply possess a stubborn spirit coupled with training in defensive formations.<br>
* '''Can use the ''grinding advance'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' A resilient army has the number of [[casualties]] it takes reduced by 10% if it has been in this [[territory]] since start of the last season. If it has been in this territory for two full seasons, the reduction increases to 20%, and once the army has been in the territory for three fulls reasons, the reduction reaches the maximum 30%.
'''Other Descriptors: Cautious, Defensive, Responsive'''<br>
A ''resilient'' army fights defensively, even while advancing. It often represents an army that specialises in heavy armour and shields, but it might also represent an army of soldiers with above-average fortitude or endurance. The heavily armoured [[Golden Sun]] of Dawn, and the adaptable [[Golden Axe]] of [[Varushka]] are resilient armies.
<box>'''Grinding advance'''
* '''Casualties suffered by this army are reduced by three tenths.'''
* '''Casualties inflicted by this army are reduced by a fifth.'''
The army slowly advances, consolidating every gain beore moving forward. The army looks to avoid direct engagements with the enemy, ceasing their advance and taking defensive positions if they are engaged.</box>
<!-- The initial version was 40% less casualties and the order was called "dig in". Graeme argued that this army will only ever be defending - this may be frustrating as a general. Graeme suggests go with this and "if you take this action, your VPs are propotionately converted to take ground, not to reduce casualties." Even though your army is on defensive you can creep forward through the terriory. Then cut the casualtly reduction from 40 to 30. -->


===Rugged===
==Resourceful==
Fighting in ''hills and mountains'' is a risky business. Armies with this keyword tend to have especially skilled scouts and cartographers who track passes, valleys and the like and are always ready to suggest ways to make the best use of the broken terrain. They also tend to have equipment or supplies to help them deal with cold, altitude or difficult terrain.<br>
* '''This army can benefit from [[Casualties#Emergency_Resupply|emergency resupply]] regardless of what territory they are in or whether they are engaged by the enemy.'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Outcome|campaign outcome]] when the campaign includes a region with the hilly keyword.
* '''This army can benefit from [[Casualties#Natural_Resupply|natural resupply]] regardless of what territory they are in as long as they are not engaged by the enemy.'''
* '''Other Descriptors: Quartermasters, Superior Logistics'''
A ''resourceful'' army has expert logistical support. It can quickly distribute resources and assign new soldiers, even while under attack. It may also represent an army whose soldiers are doggedly committed to their cause, so that soldiers who are so badly hurt they would normally be decommissioned fight to be allowed to rejoin their units. The [[Eastern Sky]] army of [[Dawn]] and the [[Drakes]] of [[the Marches]] enjoy the support of the people of their nation, represented by regular investment of people and resources to keep the army at fighting strength.


===Scouting===
==Siege==
A ''scouting'' army is often broken down into smaller units that can operate semi-autonomously, spreading out over the countryside when it moves. The army is accompanied by trained observers, often equipped with telescopes and signalling mirrors, and often has access to cartographers and detailed maps - and the knowledge to make good use of them.<br>
* '''Can use the ''storm the walls'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' When this army is committed to a campaign, it provides a report to the general who comands it at the beginning of an event. The information is likely to include details of the [[Imperial armies|campaign armies]] in the [[territory]]; their allegiance; an estimation of their strength; the name of their general; information about one or more of their keywords; significant local [[fortifications]]; and other potentially useful strategic and tactical information about the campaign and the forces involved in it.
* '''Other Descriptors: Engineer, Sappers'''
A ''siege'' army excels at attacking fortifications. The army is experienced with fighting over the walls of enemy castles, and supported by engineers and artisans who can quickly built siege engines. The [[valiant pegasus]] of [[highguard]] has the siege quality, and before they disbanded to aid the defence of [[holberg]], the [[league]] army of the [[towerjacks]] were experts at taking enemy fortifications.
<box>'''Storm the walls'''
* '''The army must be attacking a region containing a [[fortification]] or else the order defaults to [[Orders#Cautious Advance|cautious advance]]'''
* '''The ability of this army to capture the fortified region is increased by half'''
* '''Casualties suffered by the army are increased by three tenths.'''
The army unleashes hell against the fortification. While catapults and trebuchet pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the fortification will fall much more quickly than it might in a prolonged siege.
<!-- This is an attack order and will initiate a campaign even if all other armies are on defensive orders. If the army is part of a campaign to attack a region containing a fortification then all [[casualties]] inflicted by that fortification are reduced by 20%. An army taking the besiege action inflicts no casualties, but victory points generated are increased by 60%. This order defaults to a cautious advance if no fortification is present. -->
</box>
<!-- Effect: This is a defensive order and will not initiate a campaign by itself. The army has it's strength reduced by 40% for purposes of determining campaign outcome, but casualties it suffers are reduced by 20% and it inflicts 40% extra casualties. -->
<!-- Initiall this had the ability "Storm the walls"(The army may lay attempt to storm the walls of a fortification to try and take it quickly. This is a dangerous order that increases casualties significantly but is the fastest way to seize a fortifcation.<br>'''Effect:''' Increased casualties for the army, increased VPs for the army. This order defaults to an overwhelming assault if no fortification is present.<br><br>Graeme argued it was still a terrain keyword, but that we could save it by replacing storm the walls with something more generally useful. We still have a problem with the term "casualties taken by the fortification" as it is crazy maths so I've tried a different wording. The first line of the effect section was initially " If the army is part of a campaign to attack a region containing a fortification then all [[casualties]] taken by the army from the fortification are reduced to 0" -->


===Siege===
==Scouting==
An army trained in ''siege'' warfare is adept at attacking fortifications. usually this means the army has the expertise to quickly construct catapults, trebuchets and siege towers as well as some expertise in rationing resources and countering enemy engineers. It may also reflect an army with experience fighting in the cramped conditions of a city or castle.<br>
* '''The general who commands the army receives a report about forces present in the same territory as the army'''
'''Effect:''' The army has it's strength increased by 20% for determining the [[War#Outcome|campaign outcome]] when attacking a region containing a [[fortifications|fortification]]. When defending a fortification, the damage inflicted on that fortification by enemies is reduced by 20%.<br>
* '''Other Descriptors: Astute, Farsight, Infiltration'''
'''Note:''' To gain these advantages, the narrative of the campaign has to involve an actual attack on the fortification - fortifications only inflict or take casualties during attempts to capture or destroy them.
A ''scouting'' army is adept at gathering information about opposing forces. While it is active in a territory, associated rangers, agents and magicians gather intelligence about opposing forces in the area. They compose a report specifically for their general which includes information such as details of the [[Imperial armies|campaign armies]] in the [[territory]]; their allegiance; an estimation of their strength; the name of their general; information about their special qualities; significant local [[fortifications]]; and other potentially useful strategic and tactical information about the campaign and the forces involved in it. Because this information is gathered by mundane means, and by agents in the field, it is rarely impeded by magical effects such as [[Drawing the Penumbral Veil]]. Both the [[Navarr]] army of the [[Quiet Step]] and the [[Highguard|Highborn]] [[unconquered]] auxilliaries of the [[Seventh Wave]] are excellent scouts.


===Strategic===
==Skirmishing==
A ''strategic'' army takes a wide and long view of a campaign, and likely includes numbers of advance scouts who gather intelligence and a well-established chain of command. It rewards armies that favour tactics where they [[War#Give_Ground|give ground]], mount a [[War#Solid Defence|solid defence]], or engage in a [[War#Cautious Advance|cautious advance]]. Unfortunately, such armies are unsuited to making a [[War#Heroic_Stand|heroic stand]], or [[War#Overwhelimg Assault|overwhelming assault]]. It suits the armies of Urizen and Highguard.<br>
* '''Can use the ''outmaneuver'' order when [[Orders#Attacking|attacking]]'''
'''Effect:''' The impact of changes to casualties from the [[War#Orders|orders]] given this army is doubled.
* '''Other Descriptors: Maneuverable, Flanking, Tactical'''
A ''skirmishing'' army specialises in outmaneuvering it's opponents. The mobility and independence of the troops composing the army makes it extremely effective at exploiting situations where some or all of the enemy armies have committed to defence, rather than attack. There are currently no Imperial armies with this quality.
<box>'''Outmaneuver'''
* '''The army gains an additional victory point for each enemy army in the territory that takes a defensive order, to a maximum of five additional victory points.'''
* '''If there are no enemy armies in the territory using defending orders, it defaults to [[Orders#Balanced attack|Balanced attack]].'''
The army attempts to take advantage of the enemies defensive stance and lack of mobility. The army probes the enemy defences, determines where they are weak, and reconfigures it's attack plan to exploit those weaknesses. The more enemy forces defending a reason, the more complex the countermeasures the army employs to strengthen it's own attack.
</box>
<!-- Outmaneuver is an attacking order, it will initiate a campaign event if the opposing side all take defensive orders. The army gains 1 extra victory point for each enemy army that takes a defensive order. If there are no enemy armies who are taking deffensive orders, this defaults to balanced attack.-->


==Barbarian orc keywords==
==Venomous==
These keywords are associated with barbarian orc armies, especially the [[Thule]] and the [[Druj]]. They are not normally available to [[Imperial armies]]. Unlike the keywords used by the Imperial armies, these keywords are designed to be more circumstantial and to be countered by clever tactics and by [[Battles|direct player action at an event]].
* '''Can use the ''fire in the blood'' order when [[Orders#Attacking|attacking]]'''
* '''Other Descriptors:''' Ambush, Assassin, Poisonous, Treacherous'''
A ''venomous'' army contains soldiers skilled in the use of poison and unorthodox tactics. The force contributes these experts to support allied attacks, luring enemies into traps or taking advantage of engagements to savagely ambush their foes. There is no Imperial army with this quality at the moment.  
<box>'''Fire in the blood'''<br>
* '''All casualties inflicted by this army are increased by a tenth.'''
* '''All casualties suffered by this army are increased by a tenth.'''
* '''All casualties inflicted by allied armies in the same territory who have issued attacking orders are increased by a tenth.'''
The army works with their allies to set up ambushes, feints and opportunities to bypass enemy defences to kill high-value targets. Other elements of the force distribute poisoned weapons, or valuable offensive potions, to their allies.</box>


===Fearsome===
[[Category: Rules]]
A ''fearsome'' army uses magic, powerful creatures and terror-tactics to unnerve their enemies and damage their morale. It is most common in [[Thule]] and [[Druj]] armies. <br>
[[Category: Military Council]]
'''Effect:'''The army inflicts an additional 20% casualties on it's enemies, and [[War#Victory|victory points]] used to claim regions are 20% more effective. If a fearsome army faces a [[#Disciplined|disciplined]] army, this bonus is lost and the fearsome army takes additional casualties.


===Poisonous===
A ''poisonous'' army uses herbs, magic and monstrous creatures to inflict sickness and weakness on their opponents. It is most common in [[Druj]] armies.<br>
'''Effect:''' The army inflicts an additional 20% casualties on it's enemies except when it is facing armies that have been protected from poison and infection (for example, when in an area under the effect of a [[Rivers of Life]] ritual).
===Savage===
A ''savage'' army hungers to engage the foe, and has little patience for caution. Such an army is much more likely to use attempt an [[War#Overwhelming_Assault|overwhelming assault]] or [[War#Heroic_Stand|heroic stand]], and very unlikely to [[War#Give_Ground|give ground]] or make a [[War#Cautious_Advance|cautious advance]]. It is found among all tribes of barbarian orcs.<br>
''Effect:'' The impact of changes to victory points from the [[War#Orders|orders]] given this army is doubled..
===Merciless===
A ''merciless'' army specifically targets weakened opponents, seeking to destroy enemy armies rather than simply drive them off. It is most common among [[Grendel]] and [[Druj]] armies.<br>
''Effect:'' The presence of a merciless army means that the threshold below which an opposing army will [[Casualties#Calculating_casualties|disband]] is doubled. This means that an army whose fighting strength falls below 2,000 disbands, while a [[#Disciplined|disciplined]] army will disband if it falls below 500 strength.
==Keywords and large armies==
Being [[Imperial armies#Large armies|large]] is not a keyword. A large army simply has a maximum strength of 7,500. Some keywords may work slightly differently when assigned to a large army


{{Military Council Further Reading}}
{{Military Council Further Reading}}
[[Category:Rules]]

Revision as of 23:06, 3 March 2015

Overview

All Imperial armies and most barbarian armies possess qualities that give them advantages in certain situations. These qualities represent the unique strength of each army reflecting the flavour of the army and the nation to which it belongs.

New Qualities

When a new Imperial army is raised, it receives a quality automatically that reflects it's purpose, the nation who has raised it, and the conditions under which it was mobilized. Most Imperial nations have one or two qualities that are common for their armies, but it is possible for plot developments to provide the option for to choose a different quality.

Existing Imperial armies already have a quality representing their traditional roles and history. Such qualities cannot be changed, nor can any army ever have more than one quality.

Cruel

  • Can use the merciless onslaught order when attacking
  • The presence of a cruel army in a territory is impossible to conceal and is always obvious to other armies in the same territory
  • Other Descriptors: Dread, Fearsome, Merciless, Monstrous, Terrifying

A cruel army breaks the morale of it's opponents. It may employ ruthless tactics, torture of prisoners and civillians, monstrous auxillaries or psychological tricks that cause even the most disciplined army to prefer flight over capture. Enemy forces often withdraw well before their troops are in danger of being routed, aware that overconfidence in the face of a cruel opponent could lead to the loss of their entire army. No current Imperial army has this quality, but in the past both the Iron Helm of Varushka (disbanded during the reign of Empress Mariika) and the Dance of Blood of Navarr (destroyed by the Jotun in 244YE) employed dreadful tactics against their barbarian opponents.

Merciless onslaught
  • An enemy army that takes casualties from this army will break if their military strength falls below 1,500 (or below 2,250 if they are large
The army tries to break the spirit of their enemy. They ambush or overrun the enemy, leave mutilated corpses or maimed opponents to warn their comrades. Some cruel armies may employ monstrous beasts, summoned creatures, or psychological tactics designed to demoralise the opposing forces.

Disciplined

  • Can use the strategic defence order when defending
  • Other Descriptors: Strategic, Tactical, Vigilant

A disciplined army is well-organised and relentlessly drilled. Every soldier is a professional who knows their place in the chain of command. The Granite Pillar of Highguard and the Summer Storm of the Imperial Orcs are armies known for their discipline. Several attempts have been made in the past by the sentinels of Urizen to raise a disciplined, strategically minded army that embrce the national philosophies of excellence and arete.

Strategic defence
  • The army gains an additional victory point for each enemy army in the territory that takes an attacking order to a maximum of 5 additional victory points.

The strategic army concentrates on orchestrating well planned defences designed to exploit flaws in the enemy strategy. The army excels at taking advantage of the slightest mistake or misjudgement by enemy commanders.

Fast

  • Can move five territories each season rather than the usual three. It must stop moving when it enters a hostile territory.
  • Other Descriptors: Durable, Pathfinder, Organized.

A fast army is able to move quickly over long distances. This is not just a quality of speed - moving thousands of soldiers overland is a daunting logistical prospect. Within the Empire, a fast army takes advantage of the trods whenever it can, supplementing their magic with forced marches and expertly organised baggage trains. The Freeborn Fire of the South and the Navarr Black Thorns are both known for their speed and mobility.

Foraging

  • Can use the pillage order when attacking
  • Other Descriptors: Looter, Scavenger, Snaffler, Raider, Maggots (derogatory)

A foraging army excels at stripping enemy settlements and casualties of valuables. The Freeborn Red Wind Corsairs are known for their ability to gather resources in enemy territory. Some Wintermark armies find fighting alongside a foraging army distasteful - the deeply ingrained cultural dislike for "maggots" is well known.

Pillage
  • The army generates wealth based on the number of victory points generated.
  • Does not change army strength, casualties inflicted or casualties suffered.
  • The army does not loot it's allies: they must be in hostile territory or facing some enemy opposition to use this order.
The army concentrates on looting enemy forces. They launch attacks intended to capture baggage trains and other financial objectives. They focus on capturing mines, forest preserves, farms, businesses, mana sites and herb gardens. A portion of this bounty in the form of money, herbs, crystal mana, crafting materials and potentially even rare materials such as weirwood, mithril or white granite are claimed by the army general.

Glorious

  • Can use the triumphant charge order when attacking
  • Can use the final stand order when defending.
  • Other Descriptors: Crazed, Heroic, Honourable, Righteous.

A glorious army is full of fighting spirit, and is capable of utter commitment to the act of war. Stories are still told of the Burning Falcon, a Freeborn army with many kohan that was wiped out to the last soldier holding off a Jotun force three times it's own size during the invasion of Hahnmark in 247YE, while troubadours still sing of the last-ditch, foolhardy assault of the Dawnish Gryphon's Pride against the barbarians in the Barrens. Today, the Dawnish Hounds of Glory are glorious, while the Green Shield of Wintermark are known for their heroism.

Triumphant charge
  • The ability of this army to capture territory is increased by two-fifths.
  • Casualties inflicted by this army are increased by one fifth.
  • Casualties suffered by this army are increased by half.

A general who unleashes their troops in a triumphant charge seeks great victory, but pays a great price. The army confronts the strongest enemy troops and the most defended positions, and attempts to rout them. Individual soldiers and companies engage in valiant attacks, employing risky tactics to defeat their opponents. The army will gain much more ground, but does so at the cost of increased casualties.

Final stand
  • Any victory gained by the enemy converts to additional casualties taken by this army, rather than territory gained.
  • Every enemy victory point causes 100 additional casualties to this army until the army disbands.

Sometimes a general needs to hold a position regardless of cost. A final stand trades Imperial lives for every inch of ground that would otherwise be lost. The order is rarely used; even if the army is not wiped out, it will almost certainly be severely weakened. When an attacking force must not be allowed to gain territory or establish a beachhead, it is incredibly effective.

Guerilla

  • Can use the hit and run order when defending
  • Other Descriptors: Adaptable, Hunter, Ranger, Territorial.

A guerilla army is adept at fighting in difficult terrain. It is often organised into many small companies that can fight independantly of each other, employing scouts and messengers to keep each element of the force appraised of the status and position of other forces. The Northern Eagle army of Varushka has extensive experience fighting in difficult terrain; the Winter Sun of the Imperial Orcs incorporates hard lessons learned by the original rebels fighting the Empire in the southern territories.

Hit and run
  • Your side must control a region with the forested, hilly or marsh keyword.
  • The ability of this army to defend territory is increased by a fifth.
  • Casualties suffered by this army are decreased by a fifth.
  • Casualties inflicted by this army are decreased by a fifth.
The army uses their mastery of wilderness survival to impede enemy advances. They set up camp in defensible locations, use hidden paths to move around, and employ natural features of the wilderness to hamper their attackers. A guerilla army in a defensible position does everything it can to make itself hard to attack, rarely presenting the enemy with an opportunity for a pitched battle. This tactic is especially effective at slowing the advance of an enemy force while awaiting reinforcements

Hard Bitten

  • Can use the make them pay order when defending
  • Other Descriptors: Garrison, Unyielding, Stubborn

A hard-bitten army refuses to give ground to invaders. When fighting from defensive positions they can inflict massive casualties on enemy forces that dare to approach them. The Strong Reeds of the Marches are a stubborn army who use every advantage to make their enemies pay for every inch of Marcher soil they try to take, while the Fist of the Mountain possess a dogged refusal to back down before their foes. Some Druj armies are adept at using traps and treacherous tactics to slowy grind an agressor down as they attempt to claim barbarian territory.

Make them pay
  • Casualties inflicted by this army are increased by two fifths
  • Casualties suffered by this army are increased by a fifth
The army attempts to bleed the enemy, making them pay for every inch of ground surrendered. The army takes any chance to butcher their attackers; enemies suffer greatly increased casualties if they push forward, at the price of increased losses for the defenders.

Haunted

  • Can use the reap the harvest order when attacking
  • Other Descriptors: Accursed, Bloodthirsty, Leech, Slave, Unliving

A haunted army gains strength as it defeats enemies. It might contain creatures that are able to consume the corpses of those they have defeated or be empowered with fell winter magics that allow them to raise the dead as husks to fight again. A haunted army that gains strength using this order cannot take itself above it's normal maximum strength. No Imperial army has ever had this quality; no encountered barbarian army has had this quality, either.

Reap the harvest
  • The ability of this army to capture territory is decreased by one-fifth
  • If the army is victorious it gains 10% of all the casualties slain in that campaign as free resupply
The army recovers the bodies of those who have fallen on the battlefield, using the corpses to replenish the army, at the cost of pushing forwards and taking territory. If the army is not victorious then they do not gain any resupply from this order.

Magic

  • Rituals that target a territory may be performed using the general of this army as a focus
  • The general receives a report detailing significant magical effects in the territory the army occupies
  • The general receives a small bounty of crystal mana harvested by the magicians associated with the army, usually twenty five crystal mana.
  • Other Descriptors: Arcane, Haunted, Necromantia

A magic army contains many magicians, and soldiers trained to fight alongside magicians. They can construct a temporary regio during a campaign, and provide a bounty of crystal mana to their general for use in creating helpful enchantments. The Citadel Guard of Urizen possess this quality. Rumours suggest that the native defenders of Karsk who have been assisting the Varushkan generals during their fight against the Thule also possess this quality. Several Thule armies possess similar sorcerous powers. The Axou and the Jarmish also field several armies with this quality.

Ritual targetting
This army contains many magicians and magical experts. The general of the army can serve as a focus for any ritual that targets a territory, replacing the requirement for that ritual to be performed at a regio in the target territory. This only works for rituals targetting the territory where the army is currently on campaign. The general must be present throughout the ritual. Examples of rituals that can be empowered in this way might include Frozen Citadel of Cathan Canea (although the target territory must still contain a suitable region), or a curse such as Rivers Run Red or Naeve's Twisting Blight.

Mercenary

A mercenary army has experience working with and integrating mercenaries and other independent military units. They may employ siege engineers, expert scouts, wagon raiders, light infantry or free companies, but each group can only be employed once each year. The Wolves of War is a League army that attracts mercenary banners and free companies from across the empire.

Mercenary Options
A mercenary army is versatile, but can only employ each type of specialist troop once a year. For example, the general of the Wolves of War is appointed in Autumn. They might immediately employ wagon raiders (and use the pillage order), but then cannot employ those auxilliary troops again until after the next Autumn summit.

Physick

  • Can use the tend the fallen order when defending
  • Other Descriptors: Apothecary, Grimnir, Healer, Herbalist, Hospitaller, Support

A physick army contains a large number of battle-field hardened healers of various traditions, and soldiers adept at fighting alongside them. The force excels at using medical skills, establishing mobile field hospitals, and applying principles of triage to save those who can be saved. There is no Imperial army with this quality at the moment.

Tend the fallen
  • All casualties suffered by this army are reduced by a fifth.
  • All casualties suffered by allied armies in the same territory who are taking defensive orders are reduced by a tenth.
  • The ability of this army to defend territory is reduced by a fifth.
The army establishes mobile field hospitals, and supply points while ensuring allied forces are accompanied by talented physicks and soldiers trained to support them. Medicinal herbs are gathered, and healing or defensive potions distributed to officers. The army focuses on moving casualties away from battlefields, patching them up, and returning them to the front.

Relentless

  • Can use the cut them down order when attacking
  • Other Descriptors: Bloodthirsty, Ruthless, Savage

A relentless army is capable of focused, sustained attacks against their enemies. They may have superior equipment, advanced combat training, or simply possess an unquenchable thirst for the blood of their foes. Within the Empire, the bounders are known for their relentless pursuit of their enemies. It is also a common quality for Jotun and Druj armies.

Cut them down
  • Casualties inflicted by this army are increased by three tenths
  • Casualties suffered by this army are increased by a fifth
The army takes every opportunity to engage with the enemy to try and cut them down. They may claim some territory, but this is secondary to their goal of slaughtering as many of the enemy as possible. This emphasis on engaging the enemy means that the army loses more troops itself; but the commitment to fighting and preparations it takes mean that it suffers comparatively less than the opponents it engages.

Resilient

  • Can use the grinding advance order when attacking

Other Descriptors: Cautious, Defensive, Responsive
A resilient army fights defensively, even while advancing. It often represents an army that specialises in heavy armour and shields, but it might also represent an army of soldiers with above-average fortitude or endurance. The heavily armoured Golden Sun of Dawn, and the adaptable Golden Axe of Varushka are resilient armies.

Grinding advance
  • Casualties suffered by this army are reduced by three tenths.
  • Casualties inflicted by this army are reduced by a fifth.
The army slowly advances, consolidating every gain beore moving forward. The army looks to avoid direct engagements with the enemy, ceasing their advance and taking defensive positions if they are engaged.

Resourceful

  • This army can benefit from emergency resupply regardless of what territory they are in or whether they are engaged by the enemy.
  • This army can benefit from natural resupply regardless of what territory they are in as long as they are not engaged by the enemy.
  • Other Descriptors: Quartermasters, Superior Logistics

A resourceful army has expert logistical support. It can quickly distribute resources and assign new soldiers, even while under attack. It may also represent an army whose soldiers are doggedly committed to their cause, so that soldiers who are so badly hurt they would normally be decommissioned fight to be allowed to rejoin their units. The Eastern Sky army of Dawn and the Drakes of the Marches enjoy the support of the people of their nation, represented by regular investment of people and resources to keep the army at fighting strength.

Siege

  • Can use the storm the walls order when attacking
  • Other Descriptors: Engineer, Sappers

A siege army excels at attacking fortifications. The army is experienced with fighting over the walls of enemy castles, and supported by engineers and artisans who can quickly built siege engines. The valiant pegasus of highguard has the siege quality, and before they disbanded to aid the defence of holberg, the league army of the towerjacks were experts at taking enemy fortifications.

Storm the walls
  • The army must be attacking a region containing a fortification or else the order defaults to cautious advance
  • The ability of this army to capture the fortified region is increased by half
  • Casualties suffered by the army are increased by three tenths.

The army unleashes hell against the fortification. While catapults and trebuchet pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the fortification will fall much more quickly than it might in a prolonged siege.

Scouting

  • The general who commands the army receives a report about forces present in the same territory as the army
  • Other Descriptors: Astute, Farsight, Infiltration

A scouting army is adept at gathering information about opposing forces. While it is active in a territory, associated rangers, agents and magicians gather intelligence about opposing forces in the area. They compose a report specifically for their general which includes information such as details of the campaign armies in the territory; their allegiance; an estimation of their strength; the name of their general; information about their special qualities; significant local fortifications; and other potentially useful strategic and tactical information about the campaign and the forces involved in it. Because this information is gathered by mundane means, and by agents in the field, it is rarely impeded by magical effects such as Drawing the Penumbral Veil. Both the Navarr army of the Quiet Step and the Highborn unconquered auxilliaries of the Seventh Wave are excellent scouts.

Skirmishing

  • Can use the outmaneuver order when attacking
  • Other Descriptors: Maneuverable, Flanking, Tactical

A skirmishing army specialises in outmaneuvering it's opponents. The mobility and independence of the troops composing the army makes it extremely effective at exploiting situations where some or all of the enemy armies have committed to defence, rather than attack. There are currently no Imperial armies with this quality.

Outmaneuver
  • The army gains an additional victory point for each enemy army in the territory that takes a defensive order, to a maximum of five additional victory points.
  • If there are no enemy armies in the territory using defending orders, it defaults to Balanced attack.

The army attempts to take advantage of the enemies defensive stance and lack of mobility. The army probes the enemy defences, determines where they are weak, and reconfigures it's attack plan to exploit those weaknesses. The more enemy forces defending a reason, the more complex the countermeasures the army employs to strengthen it's own attack.

Venomous

  • Can use the fire in the blood order when attacking
  • Other Descriptors: Ambush, Assassin, Poisonous, Treacherous

A venomous army contains soldiers skilled in the use of poison and unorthodox tactics. The force contributes these experts to support allied attacks, luring enemies into traps or taking advantage of engagements to savagely ambush their foes. There is no Imperial army with this quality at the moment.

Fire in the blood
  • All casualties inflicted by this army are increased by a tenth.
  • All casualties suffered by this army are increased by a tenth.
  • All casualties inflicted by allied armies in the same territory who have issued attacking orders are increased by a tenth.
The army works with their allies to set up ambushes, feints and opportunities to bypass enemy defences to kill high-value targets. Other elements of the force distribute poisoned weapons, or valuable offensive potions, to their allies.


Further Reading

Core Brief

Additional Information