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Below is a list of abilities in Fall of the Samurai.
Infantry Abilities[]
Loose Formation
All traditional units have access to loose formation. Activating this ability causes them to spread out, minimizing the impact of missile attacks. However, it also reduces their cohesiveness in melee combat. Loose formation can be toggled at will, with no cooldown or use limit.
Modern Infantry Abilities[]
Kneel Fire
Upon researching Kneel Fire, line infantry and elite infantry can activate this ability, causing the first rank to kneel and allowing two ranks to fire instead of one. This effectively doubles the volume of firepower that a regiment of line infantry can deliver. Units using kneel fire and immobile until it is toggled off. Kneel fire can be toggled at will, with no cooldown or use limit.
Despite being functionally similar, militia and Shogitai do not have access to kneel fire.
Suppression Fire
Line infantry and Sharpshooters (Fall of the Samurai)
Traditional Infantry Abilities[]
Banzai
Shogitai and Shinsengumi Police Force
Rapid Advance
Flaming Arrows
Stealth
Kisho Ninja (Fall of the Samurai)
Blinding Grenades
Kisho Ninja
Cavalry Abilities[]
Wedge Formation
All modern cavalry
Swooping Crane
Bow Ki and Samurai Hero
Second Wind
Samurai Hero
General Abilities[]
Inspire Unit
Stand and Fight
As with in Total War: Shogun 2 and Rise of the Samurai, General's Hatamoto can activate Stand and Fight after investing the correct skill points. This causes the general's hatamoto to dismount and form a square around the general, and causes the unit to be immobile and prevents them from using their other abilities. In exchange, all units within his radius gain a bonus to their melee attack, missile accuracy, and morale; the buff lasts until generals deactivate the ability. Traditional generals lose this ability if Modernisation of their clan causes them to change into their modern versions. Stand and Fight can be used an infinite number of times, but does have a cooldown.
Ganbatte
Modern generals can activate Ganbatte, which temporarily greatly increases the stats of the units around them. Ganbatte has a larger radius than Stand and Fight, and its buffs are much more significant.
Unlike Stand and Fight, Ganbatte is not a permanent ability. However, it recharges quickly, and can be activated an infinite number of times.
Rally
Regroup Position
Artillery Abilities[]
Shrapnel Shot
Armstrong Guns and Parrott Guns
Killing Field
Armostrong Guns, Parrott Guns and Gatling Guns
Ship Abilities[]
Fast Reload
All ships
Overheat Engine
All ships
Ramming