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Rivermen
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Views: 1856
Unit Description |
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The waterways of Wilderland are the lifeblood of the northeastern settlements, they trade between man, elf and dwarf and have been a key element in establishing the Kingdom of Dale and the prosperity of Esgaroth. All the boatmen are aware of the dangers from the raiding parties that harry on the Anduin, Cerduin and Carnen, they have need to protect the precious cargoes that run between Dale and its colonies and allies. These Rivermen are rough and ready to stand their ground by any means necessary, as capable of taking on pirates as they are any soldier in a fair fight. REQUIRES NORTHERN RIVER REGION
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
Afghan_Javelinmen, 60, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant -10
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, 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 |
8, 3, javelin, 55, 3, thrown, missile_mechanical, piercing, spear, 0, 1, ap, thrown
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 |
4, 3, no, 0, 0, melee, melee_blade, blunt, mace, 0, 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
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Primary armour |
2, 2, 3, leather
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 |
2, 0, -1, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
11, normal, trained
Morale, Discipline, Training
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Cost |
1, 430, 170, 50, 50, 430, 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 |
Rivermen missile infantry Rough boatmen, equipped with javelins, axes and shields. REQUIRES NORTHERN RIVER REGION
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
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Town Guard |
1 |
0.2 |
2 |
0 |
and hidden_resource dale_rivers |
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
2 |
city City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
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City Watch |
1 |
0.2 |
2 |
0 |
and hidden_resource dale_rivers |
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury. |
3 |
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 |
0.2 |
2 |
0 |
and hidden_resource dale_rivers |
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
4 |
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 |
0.2 |
2 |
0 |
and hidden_resource dale_rivers |
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
5 |
castle Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
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Garrison Quarters |
1 |
0.2 |
2 |
1 |
and hidden_resource dale_rivers |
A garrison is a source of much military wisdom and skill for new recruits to the army. |
6 |
castle Drill Square Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
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Drill Square |
1 |
0.2 |
2 |
1 |
and hidden_resource dale_rivers |
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… |
7 |
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 |
0.2 |
2 |
1 |
and hidden_resource dale_rivers |
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
8 |
castle Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Armoury |
1 |
0.2 |
2 |
1 |
and hidden_resource dale_rivers |
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
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