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Mumakil
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Views: 9715
Unit Description |
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These gargantuan beasts come from the southern reaches of Harad. Normally used as simple beasts of burden, they have been converted for use in war. Carrying a mighty tower on their backs, they are able to carry many Haradrim archers, allowing them to fire on the ennemy from above while the Mumak's tusks and feet decimate the ranks below. REQUIRES DESERT REGION
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
heavy cavalry
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Soldier |
Turkish_Archers, 20, 2, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
elephant_cannon, horse +4, camel +2
Type of animal or vehicle ridden on and its effect
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Engine and Ship |
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Attributes |
hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, power_charge
A miscellanious list of attributes and abilities the unit may have
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Formation |
21, 33, 39, 48, 1, square
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Hit points |
1, 6
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 |
12, 2, mumakil_arrow, 200, 50, 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 |
36, 20, no, 0, 0, melee, melee_simple, piercing, none, 100, 1, ap, area, launching
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 |
5, 4, 0, leather
Armour factor, Defensive skill, Shield factor, Sound type
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Secondary armour |
27, 21, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
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Heat and ground effect |
0, 0, 2, -4, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
30, disciplined, trained
Morale, Discipline, Training
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Cost |
1, 4800, 1700, 200, 200, 5200, 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 |
Mumakil heavy cavalry Huge and terrifying animals carrying Haradrim archers on their backs. Frightens most infantry as well as cavalry. REQUIRES DESERT REGION
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
3 |
0.08 |
2 |
1 |
and hidden_resource desert |
Earl's stables allow for the recruitment of elite cavalry units. |
2 |
city Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
3 |
0.08 |
2 |
0 |
and hidden_resource desert |
Earl's stables allow for the recruitment of elite cavalry units. |
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