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Iron Crossbowmen
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Views: 3705
Unit Description |
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Dwarves are no strangers to the bow, though of late those among the folk of Durin with aptitude in archery have increasingly adopted use of an new innovation, the crossbow. Indeed, for the stout dwarven archer a stock-mounted weapon such as the crossbow is far less cumbersome to fire than a more traditional bow. Furthermore, few other than the Dwarves possess the skill in metalwork necessary for the crafting of the intricate trigger mechanisms that give the crossbow its particular utility. Admittedly, a crossbow cannot match a bow in terms of its rate of fire. However, it can impart a projectile with far greater kinetic energy with a more traditional bow. As such, a dwarven crossbow is in many respects similar the one who wields it: slow, though powerful and deadly.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
dwarven_crossbowmen, 60, 0, 1.5
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant -20
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, stakes, stakes, crossbow, free_upkeep_unit, start_not_skirmishing
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, 2
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, 2, steel_crossbow_bolt, 140, 15, missile, missile_mechanical, piercing, none, 300, 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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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 |
8, 2, 2, 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, 0, 0
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
10, normal, trained
Morale, Discipline, Training
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Cost |
1, 530, 210, 75, 75, 530, 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 |
Iron Crossbowmen missile infantry Dwarves armed with powerful crossbows and equipped with a small shield for protection while reloading.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.25 |
2 |
1 |
and region_religion islam 40 |
A Practice Range allows for the recruitment of missile units. |
2 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.25 |
2 |
1 |
and region_religion islam 40 |
An Archery Range allows for the recruitment of well trained missile units. |
3 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.25 |
2 |
1 |
and region_religion islam 40 |
A Marksman's Range allows for the recruitment of elite missile units. |
4 |
city Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.25 |
2 |
0 |
and region_religion islam 40 |
A Practice Range allows for the recruitment of missile units. |
5 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.25 |
2 |
0 |
and region_religion islam 40 |
An Archery Range allows for the recruitment of well trained missile units. |
6 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.25 |
2 |
0 |
and region_religion islam 40 |
A Marksman's Range allows for the recruitment of elite missile units. |
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