Meta:Doctrines

== RPG Information ==
Doctrines were army and cohort rules that characters can add to their Rokugani army. Fields of Victory, pp. 112-114
== Known Doctrines ==
* Battle-Tested: Soldiers who have faced the enemy before as a unit are generally more reliable, as each soldier knows how their comrades will behave under the stress of battle.
* Clan Doctrines: Each Great Clan has its own preferred strategies and tactics, and the samurai of each clan are trained to best support their commanders' methods of warfare.
* Fervor: A belief in one's own righteousness is a terrifyingly effective motivator, and convincing one's soldiers that the will of the Heavens guides their cause makes them far more motivated to stand against harsh odds—but also more likely to come to believe that they should be interpreting this will for themselves.
* Out of Nowhere: Stealth tactics are viewed by some as dishonorable, but Akodo wrote with great regard for the power of infiltrators and spies.
* Sappers: Capturing a fortification through direct attack is a bloody, brutal prospect most commanders prefer to avoid. Capturing a fortification with a small force by using subterfuge is a far more appealing option.
* Siege Defenders: Defending a fortification against attackers is preferable to facing them in the open, but specialist troops will still perform better than those without experience in defending an entrenched position.
* Strike as the Storm: While most Rokugani warfare is based around land tactics, attacks by water are not unheard of, and Mantis sailors are rightly respected as some of the most skilled at unexpected flank attacks and ambushes.
* Thunderous Charge: Among the Great Clans, only the Unicorn Clan trains heavy cavalry units in significant numbers. However, since their return to Rokugan, the other Great Clans have begun to experiment with their own cavalry units.
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