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Dunedain Rangers
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Views: 5256
Unit Description |
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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 |
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 |
byzantine_guard_archers, 60, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant +3
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_improved_forest, very_hardy, can_withdraw, stakes, stakes, 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 |
9, 2, arrow, 190, 35, missile, missile_mechanical, piercing, 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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Secondary weapon |
6, 2, no, 0, 0, melee, melee_blade, piercing, sword, 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, 3, 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, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
12, normal, trained
Morale, Discipline, Training
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Cost |
1, 580, 240, 75, 75, 580, 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 |
Dunedain Rangers missile infantry Excellent heavy archers, capable of terrifying ambushes.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.34 |
3 |
1 |
and hidden_resource dunedain |
An Archery Range allows for the recruitment of well trained missile units. |
2 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.34 |
3 |
1 |
and hidden_resource dunedain |
A Marksman's Range allows for the recruitment of elite missile units. |
3 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.34 |
3 |
0 |
and hidden_resource dunedain |
An Archery Range allows for the recruitment of well trained missile units. |
4 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.34 |
3 |
0 |
and hidden_resource dunedain |
A Marksman's Range allows for the recruitment of elite missile units. |
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