|
Jagirdar Horse Archers
|
Views: 201
|
Class and category |
missile cavalry
|
Soldier |
rajput_noble_cavalry_archer, 40, 0, 1.0
Soldier model, Number of the soldier, Number of extras, Mass of the men
|
Mount |
bc heavy horse, elephant -4, camel -4
Type of animal or vehicle ridden on and its effect
|
Engine and Ship |
|
Attributes |
no_custom, sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, start_not_skirmishing
A miscellanious list of attributes and abilities the unit may have
|
Formation |
2, 3, 3, 6, 2, square
|
Hit points |
1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
|
Primary weapon |
5, 5, arrow_ha_h, 150, 30, missile, missile_mechanical, piercing, none, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
|
Secondary weapon |
4, 8, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1, ap
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
|
Primary armour |
7, 11, 1, metal
Armour factor, Defensive skill, Shield factor, Sound type
|
Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
|
Heat and ground effect |
0, 1, 0, -2, -3
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
13, disciplined, trained
Morale, Discipline, Training
|
Cost |
1, 1164, 558, 99, 73, 1164
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
|
Unit Description |
|
|
A region ever the gateway to and from the Indian subcontinent, the waters of the Indus have been a baptism to every power that would seek to conquer the lands and people of India. So too has it been a mark upon which native powers would measure themselves by in crossing to show that they have transcended being an empire of India to become a kingdom of Greater-Asia. Amongst such soils torn asunder by the passing of great armies, divided kingdoms have taken root when the land is not submerged in greater empires of Iranian, Hindu, Turk or Arab. Even since the first arrival of Muslim domination to Northern India, the Indus remains characterized more than anything by divided sovereignty, ruled tenuously by the Caliphates as petty kingdoms both Hindu and Muslim rose from the ashes. With the ascension of Iranian-borne dynasties, it remained a no-mans-land for the Muslims to cross in incursions. Yet it would be with Mahmud of Ghazni that once more would foreign Muslim powers seek to include India as its own, though the Ghaznavids would linger only as but another player of Punjabi politics in the years following his death. Just as Rajput should emerge from the chaos of Hunnic and Kushan invasion, so too should the Jagirdar be borne from seed of spilled blood and womb of warring chaos. Persian in origin for ‘land assigned’, the Jagir is a small territory bestowed from a Muslim ruler to a military officer, in effect making him a subject-king of his fiefdom. Not only would power be granted to the Jagirdar, the holder of the Jagir fief, but so too would much of the income in order to maintain his family and troops. Typically upon death or departure of the Jagirdar, the lands would revert back to the King, but in certain cases the fiefdom would be hereditary. In an ironic twist of fate, it would take further dividing up an Indus ruler’s kingdom to avoid having his land be ripped apart into divided kingdoms. Though it has largely been an Arab influence which was felt in the martial traditions of Sindh, the horse-archery of the Khorasani Dynasties of the 9th and 10th century, along with the rising power of the Turks, has given rise to an appreciation of the mounted bowman. Though in it’s early years amongst the Soomro, their ancestral traditions of horsemanship and foot archery have merged well, producing a horsemen well versed in mounted archery upon swift steed. Having taken well to the role, these Jagirdar operate as medium horse archers, relying upon speed to see themselves clear of heavier foes, before turning upon their weakened enemy with vicious mace and parrying shield.
|
|
Ownership factions |
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Wooden Wall (Upgrade) A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
|
Wooden Wall (Upgrade) |
1 |
0.12 |
1 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment. |
2 |
city Stone Wall (Upgrade) Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
|
Stone Wall (Upgrade) |
1 |
0.14 |
1 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent. |
3 |
city Large Stone Wall (Upgrade) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
Large Stone Wall (Upgrade) |
1 |
0.16 |
2 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences. |
4 |
city Huge Stone Wall (Upgrade) A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
|
Huge Stone Wall (Upgrade) |
1 |
0.18 |
2 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly. |
5 |
castle Wooden Castle (Upgrade) A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
|
Wooden Castle (Upgrade) |
1 |
0.12 |
1 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities. |
6 |
castle Castle (Upgrade) A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
|
Castle (Upgrade) |
1 |
0.14 |
1 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see. |
7 |
castle Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
Fortress (Upgrade) |
1 |
0.16 |
2 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A fortress is a permanent statement of ownership, and not something that is easily taken. |
8 |
castle Citadel (Upgrade) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
|
Citadel (Upgrade) |
1 |
0.18 |
2 |
0 |
and hidden_resource recruit_sindh and hidden_resource noble_city |
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! |
|