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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 245YE) 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 philosophy of 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 Kallavesa in 247YE; 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 its 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