Unit Abilities

A

 * Auxiliary: Allies may purchase this unit while alliance is lasting.

C

 * Chaos: Attacks may disorder target. Disorder a unit if it does not make a check on D20.
 * Crushing Blow: If it deals more than 30 damage to an enemy unit, it will lower targeted unit armor to 0 for the remainder of battle. Targeted unit will also suffer -1 discipline.

D

 * Dormant: Unit has no upkeep unit it is moved to another province or take part in a battle.

E

 * Evasion: Unit may not be captured in the field. If a capture is called, this unit instead retreat.

F

 * Forester: Unit ignore all penalties while fighting in forests and move in forests as if it were plains.

G

 * Garrison: May not attack provinces. Double ability to supress revolts.
 * Guardian: Guardians have a hard-line zone of control that negates phased and phantom movements and units with mobility that move adjacent to them. They are also immune to charge.

H

 * Healer: May choose of healing a friendly unit instead of attacking; that unit will be healed equal to 10x your heal stat.

M

 * Mariner: Ignores landing penalties of amphibious invasion. While loaded aboard a naval transport, ignore damages from all sources.

P

 * Pikes: +3 attack against cavalry, and first-strike.

R

 * Rally: All units in army get +1 discipline. Rally is not cumulative with other rally effects.
 * Rebels: Units get +2 attack, +2 initiative and stealth when attacking any home province.
 * Recon: Reconnaissance may use phased movements, in addition if this unit is attacked it may retreat and receive only half damages.
 * Roll Up: If this unit destroys an enemy unit during battle, it reset 2 move points and can attack again.

S

 * Scout: On campaign map may see units within adjacent foreign region. Stealth stay hidden.
 * Sharpshooter: Ignore ranged-attack retalation

T

 * Tower Shield: +3 defense toward ranged-attack.

V

 * Vuln x: Takes double damages where x