Auxiliaries and Militias

Auxiliaries and Militias form the essential backbone of every army in RASKOLL EUROPA, providing the numbers needed for mass combat despite their poor training. They are typically low Quality (Q5+ or Q6+) but often possess high Will due to fighting for their homes.
I. Militia Units (Local Defense & Levies)
Militia are temporary, poorly equipped local defenders or feudal levies raised by the human nations. They are usually the first to suffer casualties but are fiercely motivated by fighting for their local community or Baron.
| Unit Type | Faction | Stat Profile (M/W/W/S) | Quality (Q) | Militia Rule (Tactical Role) |
|---|---|---|---|---|
| Town Guard Levies | French Republic | M2 / W2 / W4 / S1 | Q5+ | Last Stand: When defending a defined Objective Token, this unit gains Advantage on its Morale Check. |
| Feudal Watchmen | Alpine Conclave | M2 / W2 / W3 / S1 | Q5+ | Resource Driven: Must be placed adjacent to a Supply Token at the start of the game. If the token is lost, the unit's Will score is reduced by 1. |
| Coastal Garrison | British Isles | M2 / W3 / W3 / S2 | Q4+ | Rune-Scribed Shields: Gains a +1 Defense Bonus against melee attacks, reflecting their rudimentary nanite-laced defenses. |
| Wasteland Scrappers | Exiled Clans | M3 / W2 / W3 / S1 | Q5+ | Ambush Tactics: Can be deployed anywhere in Rough Terrain outside of the enemy deployment zone, reflecting their scouting role. |
II. Auxiliary Units (Specialized Support)
Auxiliary units are specialized or non-factional combatants hired for unique skills, providing support that the main army lacks. These units introduce tactical flexibility, often tied to a specific Sync or Might function.
| Unit Type | Faction (Hires Them) | Origin/Race | Stat Profile (M/W/W/S) | Auxiliary Rule (Tactical Role) |
|---|---|---|---|---|
| Gobblin Sapper Teams | Alpine Conclave | ANTHROPOS | M1 / W3 / W2 / S3 | Sabotage Run: Can forfeit an attack action to reduce the Equipment Condition of an enemy vehicle or War Machine by 1. |
| Orken Shock Brutes | Alpine/French | ANTHROPOS | M4 / W1 / W2 / S2 | Mercenary Charge: Low Morale, but their charge is devastating. If they Charge, they gain +1 to hit, but must take an immediate Morale Test at the end of the action. |
| Terra-Forged Tunnelers | French Republic | GEOS | M3 / W2 / W3 / S2 | Geological Insight: Units may move through Heavy Cover and obstacles without penalty, reflecting their skill in subterranean movement. |
| Chrono-Faie Scouts | British Isles | KAIROS | M1 / W3 / W3 / S4 | Temporal Phase: Can spend Focus to gain Total Cover for one enemy attack, reflecting their ability to briefly phase out of the timeline. |
| Synthel Scout Drones | DOMINION | LOGOS | M2 / W4 / W- / S4 | Expendable Data: High Sync for spotting, immune to Morale. Their primary function is to draw enemy fire and transmit tactical data back to the DOMINION commander. |

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