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Uruk Archers
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Views: 3630
Unit Description |
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Uruks are a larger, more powerful breed of orcs, much stronger and more resilient than their lesser cousins, though not nearly as numerous. For this reason, Uruk are often used as archers, able to utilize larger, longer-ranged bows than other orcs. Clad in heavy armor, they are more than capable of defending themselves if charged by the enemy, replacing their bows with short swords to hack away at the enemy.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Class and category |
missile infantry
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Soldier |
uruk_archers, 60, 0, 1.2
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, hardy, can_withdraw, stakes, stakes, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
1.5, 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 |
6, 2, arrow, 170, 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, 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 |
8, 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 |
2, 0, 0, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
10, normal, trained
Morale, Discipline, Training
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Cost |
1, 520, 210, 85, 85, 520, 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 |
Uruk Archers missile infantry Heavily armored archers, equipped with long bows and short swords.
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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 |
0 |
and region_religion catholic 50 |
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 |
0 |
and region_religion catholic 50 |
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 region_religion catholic 50 |
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 region_religion catholic 50 |
A Marksman's Range allows for the recruitment of elite missile units. |
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