Some virtues from the book:
Paid Rights: for women, to represent some normally forbidden right that a women has paid to hold. The sidebar goes on to note what is hard or unusual to acquire by way of paying off your liege.
Page 31 goes into detail on what various Virtues mean, and give a couple of new ones:
Elsewhere we find the meaty Optional Combat Rules. I'll note some optional rules (though you can see them all listed on the Table of Contents PDF on the Atlas product page), but the section begins with a break down of combat rounds and when to use them, initiative and when to roll it, actions and what things are NOT actions.
Actions are expanded with Reactions, Extended Actions, Option: Fast Actions (one allowed per turn, akin to free actions from D&D 3.5 if memory serves: draw a weapon, drop an item, shout an order, shoot a readied bow or crossbow is using the optional missile rules, and so on).
A section on delaying actions, how to properly use them, and what repercussions this has upon combat. Ends with Option: Interrupting Actions and Option: Fast Casting as Interruption.
Tactical Movement comes next, promising to "allow troupes to handle characters' movement on the battlefield in as much or as little detail as they wish". Examples of terrain and hazards, as well as common obstacles.
A section on Engaging and Disengaging, what the effects of each are. Option: no engagement for missile combat. Option: no missiles while engaged in melee. Option: defenders as interceptors (for those who dislike the somewhat abstract and binary nature of defending/shieldgrogging) turning defense into an extended action and thus not allowing defenders to attack while perfectly defending their charge.
Next section: Attacking and Defending: Charging on foot and on horse, interrupting a charge, Option: ready missiles, Option: constriction attacks, Option: diceless defense, Option: no defense for missile weapons (the old "Bow skill does not help you avoid getting hit with an arrow, etc."), Option: evasion (quickness related defense, made harder by heavy armors, used when a defense total with weapons is impossible or not allowed). Option: Mitigating Deadly Wounds is basically thoughts on dialing down the default deadliness of Ars5 combat if desired, allowing a wound to be reduced one level if an appropriate flaw is taken.
AND, to end with, the text of the "Baggage"
I think, in general, most knights and PC soldiers will have stats that allow them to nail even the harder Stage of Battle event Ease Factors in even a mildly outnumbered battle.
Given the formula for yout Event Total is Stamina + Leadership + Territorial Advantage + Weight of Numbers + Event Bonus...
You can expect a military focused character to have a 2 Stamina, a 5 leadership. 7 base... Territorial advantage is the difference between both sides' rolls, so that can go either way depending on who has the better intelligence, Area Lore and magical support. Not unusual for there to be a 3 Stamina, 6 Leadership military character... and they can delegate the Area Lore roll for Deployment to an underling scout if their intelligence or Area Lore is inferior (a general/leader can then decide to ignore their scout's roll/advice and roll themselves, but they are stuck with their latter roll).
So, total is from say 7 to 9, then you add Territorial Advantage if possible, and magic can make that Advantage sizeable if your raw roll can come close to your opponent. If outnumbers, failing to seize Territorial Advantage, or subpar in stats/skills, then the Baggage starts looking good.
If you're able to seize the Territorial Advantage, and have good stats/skills, then it's not likely you need that +4 boost to hit a 12 Battle Event Ease Factor.
If you're a wizard faking the role of leader, or a subpar military companion, you might choose the easier road. Stinky Pete the Bandit Lord might have a 1 Stamina, a 3 Leadership, be outnumbered and out maneuvered in terms of Territorial Advantage, and see the Baggage attack as the only Event Choice that he has a hope of pulling off himself.