Post by Józef Poniatowski on Jun 27, 2019 17:30:18 GMT
Counterattack: Deal 5 more damage to the enemy when attacking.
Street/Plainfighting: Deal 4 more damage to the enemy when fighting in terrain
Jungle/MountainFighting: Deal 5 more damage to the enemy when fighting in terrain
Siege: Deal 12 more damage to city defense when attacking enemy cities
Torch: 6% chance to ignite enemy hex when attacking
Destroy: 4% chance to destroy enemy war gear when attacking
Hide: Damage -5 when attacked by archers
March: Legion mobility +1
Shield Wall: 6% to reduce damage taken from enemy by half when commanding infantry
Tunnel: Deal 5 more damage to enemy defenders when infantry attacks city
Infantry Commander: 5% chance to attack again
Intercept: Deal 5 more damage to enemy's archers when commanding infantry
Roar: Rate of critical attack +5% when infantry has high morale
Formation: 20% chance to ignore trench defense
Ambush: 5% chance that enemy will not counterattack infantry
Guerilla: 5% chance enemy will not counterattack cavalry
Breakthrough: 20% chance to ignore fence
Assault: Rate of critical attack +5% when cavalry has high morale
Charge: Deal 5 more damage to enemy infantry when attacking with cavalry
Cavalry Commander: 5% chance to attack again
Raid: Deal 5 more damage to an enemy who has a larger force than ours when attacking
Besiege: Deal 4 more damage to an enemy with a force smaller than ours when attacking with archers
Rain of Arrow: Deal 5 more damage in counterattack when defending urban areas
Archer Commander: 5% chance to attack again
Accuracy Deal 4 more damage to enemy cavalry when attacking with archers
Marksman: 20% chance to ignore breastwork when attacking
Advantage: Rate of critical attack +5% when archer has high morale
Escort: Attack +5 when commanding navy to fight enemy on land
Navy Commander: 5% chance to attack again
Helmsman: 5% chance the enemy will not counterattack naval unit
Sailor: Rate of critical attack +5% when naval unit has high morale