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Chapter 3: The Eagle's Shadow 1799 to 1815

Units

Every unit both sides can field in this chapter, with the game's description and its base numbers. In play the price moves with Opinion, and for the Law with low Legitimacy; upgrades change some numbers too.

Chapter 3: The Eagle's ShadowSealed so it does not spoil the story for you.Break the seal

The Revolution

Faubourg Crowd

Old Jacobins

Strength 3. +5 Unrest per turn. Can riot and join assaults.

Cost (Influence)
40
Upkeep
3
Strength
3
Stealth
0
Move
1

Royalist Cell

Royalists

Strength 2, Stealth 4. Carries out plots against the regime.

Cost (Influence)
55
Upkeep
4
Strength
2
Stealth
4
Move
2

Conspirator

Old Jacobins

Hard to see. Each turn, 20% to turn a Law officer in its district.

Cost (Influence)
50
Upkeep
3
Strength
0
Stealth
3
Move
2

Exiled Writer

Exiled Writers

Off the map. Opinion +2 per turn and Exiled Writers +2 loyalty per turn. Pays no press licence.

Cost (Influence)
40
Upkeep
2
Strength
0
Stealth
0
Move
0
  • Units off the map act through Opinion and influence only.

Deserter Band

Old Jacobins

Strength 3, Stealth 2. Old Jacobin muscle. Only recruitable once the Law has made a levy.

Cost (Influence)
45
Upkeep
3
Strength
3
Stealth
2
Move
1

Licensed newspaper

Exiled Writers

Building. Opinion +2 per turn. Only four papers are allowed, and the licence costs half again.

Cost (Influence)
60
Upkeep
0
Strength
0
Stealth
0
Move
0
  • Building
  • At most 4 at a time

Liberal salon

Liberals

Building. +10 Influence per turn, +1 Assembly vote weight, Foreign Powers warm to you.

Cost (Influence)
70
Upkeep
0
Strength
0
Stealth
0
Move
0
  • Building

Royal line regiment

Liberals

Strength 4. Old regiments under the white flag. They may go back to the Eagle.

Cost (Influence)
55
Upkeep
4
Strength
4
Stealth
0
Move
1
  • Only in “A Hundred Days”

King's Household

Royalists

Strength 6. The king's guards, young nobles in new uniforms.

Cost (Influence)
90
Upkeep
6
Strength
6
Stealth
0
Move
1
  • Only in “A Hundred Days”

National Guard of Paris

Liberals

Strength 3. Shopkeepers in uniform who want order above all.

Cost (Influence)
35
Upkeep
2
Strength
3
Stealth
0
Move
1
  • Only in “A Hundred Days”

The Law

Imperial Gendarmes

Imperial Police

Strength 3, Move 2, −5 Unrest per turn. Arrest revealed units.

Cost (Treasury)
40
Upkeep
3
Strength
3
Stealth
0
Move
2

Police Commissioner

Imperial Police

Reveals hidden units 25% per turn and can make a summary arrest in one action.

Cost (Treasury)
50
Upkeep
3
Strength
1
Stealth
1
Move
1

Informant network

Vaucorbeil's Cabinet

Stealth 3. Reveals 30% per turn. Costs 10 less for each Police upgrade owned.

Cost (Treasury)
25
Upkeep
1
Strength
0
Stealth
3
Move
1

Imperial Guard

Grande Armée

Strength 8, Move 2. Never defects while Glory is above 40. Ends riots.

Cost (Treasury)
120
Upkeep
8
Strength
8
Stealth
0
Move
2

Line infantry

Grande Armée

Strength 4. A regiment of the line: its officers can be turned.

Cost (Treasury)
60
Upkeep
4
Strength
4
Stealth
0
Move
1

Conscripts

Grande Armée

Strength 2. Raised by a levy, two at a time.

Cost (Treasury)
20
Upkeep
2
Strength
2
Stealth
0
Move
1
  • Never recruited: the story brings it in

Courier from the army

Imperial Court

Carries dispatches dated after the Emperor's supposed death.

Cost (Treasury)
0
Upkeep
0
Strength
0
Stealth
2
Move
2
  • Never recruited: the story brings it in
  • Only in “The Ghost General”

Third forces

Allied Army

Strength 8. Russians, Prussians and Austrians camped at the gates. Fighting near them counts against you.

Strength
8
Stealth
0
Move
0
  • Never recruited: the story brings it in

Named targets

The First Consul

Lamaury on his way to the Opera, by one of three routes.

Strength
0
Stealth
0
Move
0
  • Only in “The Infernal Machine”

The machine's cell

The men with the cart and the barrel of powder.

Strength
1
Stealth
4
Move
1
  • Only in “The Infernal Machine”

Interlude 3

After the finale of chapter 3: The Eagle's ShadowSealed so it does not spoil the story for you.Break the seal

Émile

The mines inspectorate's surveyor, with his chain, lamp and notebooks.

Strength
0
Stealth
4
Move
1

Quarry patrol

Police lanterns in the galleries. Reveals 35% per turn.

Cost (Treasury)
30
Upkeep
0
Strength
2
Stealth
0
Move
1

Smugglers

Men who use the quarries to bring wine under the customs wall. They see into the next gallery.

Cost (Treasury)
30
Upkeep
0
Strength
2
Stealth
2
Move
2

Prefecture inspector

Wants the map for the Prefecture. Reveals 30% per turn.

Cost (Treasury)
35
Upkeep
0
Strength
2
Stealth
1
Move
1

The Underground's fence

Wants the map for the Underground. Reveals 30% per turn.

Cost (Treasury)
35
Upkeep
0
Strength
2
Stealth
2
Move
1