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Scouts
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Views: 2702
Unit Description |
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The Orc Scouts are clad in thin scrap armor. They wear a thick combination of thick cloth, tattered chain mail and thick leather; anything they could scavenge. They cannot wear heavy armor, as they are required to move fast and hide. Their primary arsenal is a crude bow that they would fire at a safe distance. These orcs are not close combatants of any kind, so they prefer to stay away from straight melee battles. But in the event when they do need to defend themselves they are properly armed with short blades.
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
mordor_scouts, 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_forest, can_withdraw, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
1.5, 1.5, 3.0, 3.0, 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 |
4, 2, 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 |
4, 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 |
3, 2, 0, leather
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 |
1, 0, 0, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
7, low, trained
Morale, Discipline, Training
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Cost |
1, 350, 150, 65, 65, 350, 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 |
Scouts missile infantry Lightly armored and untrained orcs, best for scouting ahead, fast and armed lightly with crude bows.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Bowyer A Bowyer allows for the recruitment of basic missile units.
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Bowyer |
1 |
0.34 |
3 |
0 |
and region_religion catholic 15 |
A Bowyer allows for the recruitment of basic missile units. |
2 |
castle 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 catholic 15 |
A Practice Range allows for the recruitment of missile units. |
3 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.2 |
2 |
0 |
and region_religion catholic 15 |
An Archery Range allows for the recruitment of well trained missile units. |
4 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.2 |
2 |
0 |
and region_religion catholic 15 |
A Marksman's Range allows for the recruitment of elite missile units. |
5 |
city Bowyer A Bowyer allows for the recruitment of basic missile units.
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Bowyer |
1 |
0.34 |
3 |
0 |
and region_religion catholic 15 |
A Bowyer allows for the recruitment of basic missile units. |
6 |
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 catholic 15 |
A Practice Range allows for the recruitment of missile units. |
7 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.2 |
2 |
0 |
and region_religion catholic 15 |
An Archery Range allows for the recruitment of well trained missile units. |
8 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.2 |
2 |
0 |
and region_religion catholic 15 |
A Marksman's Range allows for the recruitment of elite missile units. |
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