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Dale Swordmasters
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Views: 3843
Unit Description |
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Like sergeants these experienced masters-at-arms have for the most part retired from life in the militias, but in Dale's hour of need they are ready to take up arms once more and fight valiantly in a last stand. Perfecting the skills needed to wield the twohanded greatsword takes a lifetime, it takes bravery and wits. These hardy men have honed their martial arts through years of toil and bloodshed.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Class and category |
heavy infantry
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Soldier |
dale_swordmasters, 60, 0, 1.2
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant +2
Type of animal or vehicle ridden on and its effect
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Engine and Ship |
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Attributes |
sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
1.2, 1.2, 2.4, 2.4, 4, square
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Hit points |
1, 3
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
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Primary weapon |
13, 8, no, 0, 0, melee, melee_blade, slashing, sword, 0, 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
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Secondary weapon |
0, 0, no, 0, 0, no, melee_simple, blunt, 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
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Primary armour |
7, 5, 0, metal
Armour factor, Defensive skill, Shield factor, Sound type
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Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
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Heat and ground effect |
6, 0, -1, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
15, disciplined, highly_trained
Morale, Discipline, Training
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Cost |
1, 680, 270, 90, 90, 680, 4, 100
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
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Ownership factions |
Dale Swordmasters heavy infantry Highly skilled veterans, armed with massive two-handed swords.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
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Militia Drill Square |
1 |
0.1 |
1 |
0 |
and region_religion northmen 70 |
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
2 |
city Militia Barracks Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
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Militia Barracks |
1 |
0.1 |
1 |
0 |
and region_religion northmen 70 |
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
3 |
castle Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
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Barracks |
1 |
0.1 |
1 |
1 |
and region_religion northmen 70 |
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
4 |
castle Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Armoury |
1 |
0.1 |
1 |
1 |
and region_religion northmen 70 |
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
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