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
Strength 3. +5 Unrest per turn. Can riot and join assaults.
- Cost (Influence)
- 40
- Upkeep
- 3
- Strength
- 3
- Stealth
- 0
- Move
- 1
Royalist Cell
Strength 2, Stealth 4. Carries out plots against the regime.
- Cost (Influence)
- 55
- Upkeep
- 4
- Strength
- 2
- Stealth
- 4
- Move
- 2
Conspirator
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
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
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
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
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
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
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
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
Strength 3, Move 2, −5 Unrest per turn. Arrest revealed units.
- Cost (Treasury)
- 40
- Upkeep
- 3
- Strength
- 3
- Stealth
- 0
- Move
- 2
Police Commissioner
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
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
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
Strength 4. A regiment of the line: its officers can be turned.
- Cost (Treasury)
- 60
- Upkeep
- 4
- Strength
- 4
- Stealth
- 0
- Move
- 1
Conscripts
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
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