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Home / Third Age 1.4 / Eriador / Dunedain Rangers
Third Age 1.4
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Dunedain Rangers
Dunedain Rangers
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Unit Description
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Dunedain Rangers These excellent archers are the heirs of Arnor. While their Kingdom has gone, they haven't, and they remain to protect the people of Eriador. As only swords seem to draw Sauron's attention to the life of Isildur's heirs, bows don't, but maybe they should! These men have specialised in lying ambushes and they'll shoot and kill any orc or troll entering the lands of Eriador.

Armour upgrade
Class and category missile infantry
Soldier byzantine_guard_archers, 60, 0, 1
Mount , elephant +3
Engine and Ship
Attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, stakes, stakes, free_upkeep_unit
Formation 1.2, 1.2, 2.4, 2.4, 4, square
Hit points 1, 3
Primary weapon 9, 2, arrow, 190, 35, missile, missile_mechanical, piercing, none, 0, 1, no
Secondary weapon 6, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 7, 3, 0, metal
Secondary armour 0, 0, flesh
Heat and ground effect 4, 0, -1, 0, -2
Mental 12, normal, trained
Cost 1, 580, 240, 75, 75, 580, 4, 100
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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Archery Range 1 0.34 3 1 and hidden_resource dunedain
An Archery Range allows for the recruitment of well trained missile units.
2 Marksman's Range 1 0.34 3 1 and hidden_resource dunedain
A Marksman's Range allows for the recruitment of elite missile units.
3 Archery Range 1 0.34 3 0 and hidden_resource dunedain
An Archery Range allows for the recruitment of well trained missile units.
4 Marksman's Range 1 0.34 3 0 and hidden_resource dunedain
A Marksman's Range allows for the recruitment of elite missile units.
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