Imperial BattalionTitan
Playtest capture · 2026-07-18Numbers straight from the first Scenario Server playtest, read at max level with no veterancy invested. Leadership is the unit's cost to field: a commander brings up to 70 Leadership into battle, and this unit takes 15 of it. Everything the capture does not show (unit type, what each trait and order does) arrives with later playtests rather than guesses.

Attributes
Basic Attributes
- Health
- 14682
- Strength
- 36
- Leadership
- 15
- Speed
- 4.8
- Range
- -
- Ammo
- -
- Labour
- 2.67
Attack Attributes
- Piercing Armour Penetration
- 1455
- Slashing Armour Penetration
- 1536
- Blunt Armour Penetration
- 0
- Piercing Damage
- 1232
- Slashing Damage
- 1485
- Blunt Damage
- 0
Defence Attributes
- Piercing Defence
- 765
- Slashing Defence
- 686
- Blunt Defence
- 495
- Block
- -
- Block Recovery
- -
Traits and orders
Unit Traits
- Wall of Blades
The Imperial Guards' Attacks can halt Cavalry for 1s and Slow them by 60%.
- Immovable
Highly disciplined. Formations will not easily become Disoriented and are immune to Knocked-up effects.
Traits show exactly as they did in game: lit means active, red is a drawback.
Unit Orders
Imperial Guard FormationCamp Crushers immediately enter a combat Formation to fully resist Cavalry, gaining 22% Damage Reduction against Infantry and 65% against Cavalry, while granting the Hero 20% Damage Reduction against Cavalry. Each successful Attack grants 100 points to all defenses, stacking up to 15 times.
Soul-Locking TideUnleash 3-hit Combo Strikes forward, dealing Damage and Knockback, applying an extra Armor Piercing effect to armored targets.
Orders are numbered as they sit in game, left to right. Names and what each one does drop in as they get captured.
