Patrol

The Military Unit regains +10 Health at the start of the Round.

Choose a Region for the Military Unit to defend; the Military Unit increases the Security of that Region by an amount equal to 10% of its Effective Combat Strength.

If a Cultist Cell performs the Terrorize, Sabotage, Pillage, or Despoil actions in the Region during the next Round of Downtime, all Military Units that are performing the Patrol Order in that Region engage the Cultist Cell in combat. If the Military Units deal more damage than they take during the engagement, the Cultist Cell fails at its mission and none of the effects of its Action occur. If multiple Cultist Cells perform one or more of these actions, the Patrolling Military Units are split as evenly as possible amongst them, in the most favorable distribution for the Military Units.

The Military Unit’s commander gains 70 Scales at the start of the next event, or 140 if the Military Unit took damage during the Round due to this Order.