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Vault Wardens
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Views: 3778
Unit Description |
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Each dwarven realm maintains a disciplined force of Vault Wardens responsible for maintaining constant vigil over its riches. Heavily armored and equipped with long pikes, these warriors are trained to maintain cohesiveness upon the battlefield so that they can provide a bulwark against even the strongest enemy charge. As a result, companies of Vault Wardens are not particularly flexible, though they are extremely effective in holding key positions in the battle line.
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 |
spearmen infantry
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Soldier |
dwarven_pikemen, 60, 0, 2.0
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant -1
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, pike, 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, 8, square, phalanx
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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 |
3, 4, no, 0, 0, melee, melee_blade, piercing, spear, 50, 1, spear, long_pike, spear_bonus_8
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, 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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Primary armour |
6, 2, 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 |
4, 0, -1, -1, 0
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
12, disciplined, trained
Morale, Discipline, Training
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Cost |
1, 670, 250, 100, 100, 670, 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 |
Vault Wardens spearmen infantry Disciplined and heavily-armored warriors. Equipped with long pikes and able to form a defensive wall.
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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 |
0.34 |
3 |
0 |
and region_religion islam 40 |
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 |
0.34 |
3 |
0 |
and region_religion islam 40 |
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 |
0.34 |
3 |
1 |
and region_religion islam 50 |
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 |
0.34 |
3 |
1 |
and region_religion islam 50 |
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
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