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Haradrim Raiders
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Views: 2224
Unit Description |
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The desert of Harad, home of the Haradrim, is a desolated land where every day is a constant fight for survival. The smallest tribes of Harad have to travel quite often while searching for food or water in the desert, and many of them became nomads and now produce excellent horse archers.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
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Class and category |
missile cavalry
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Soldier |
Turkopoles, 30, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
pony, elephant -4, camel -4
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, hardy, can_withdraw, cantabrian_circle, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
2, 4.4, 3, 6, 3, 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 |
6, 2, cav_composite_arrow, 140, 25, 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 |
5, 2, no, 0, 0, melee, melee_blade, piercing, sword, 50, 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 |
4, 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 |
0, 0, 1, -4, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
11, normal, trained
Morale, Discipline, Training
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Cost |
1, 680, 270, 80, 80, 680, 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 |
Haradrim Raiders missile cavalry Light horse archers armed with composite bows.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.25 |
2 |
1 |
and region_religion catholic 25 |
Knight's stables allow for the recruitment of cavalry units. |
2 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.25 |
2 |
1 |
and region_religion catholic 25 |
Baron's stables allow for the recruitment of capable cavalry units. |
3 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.25 |
2 |
1 |
and region_religion catholic 25 |
Earl's stables allow for the recruitment of elite cavalry units. |
4 |
city Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.25 |
2 |
0 |
and region_religion catholic 25 |
Knight's stables allow for the recruitment of cavalry units. |
5 |
city Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.25 |
2 |
0 |
and region_religion catholic 25 |
Baron's stables allow for the recruitment of capable cavalry units. |
6 |
city Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.25 |
2 |
0 |
and region_religion catholic 25 |
Earl's stables allow for the recruitment of elite cavalry units. |
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