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Clan Crossbowmen
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Views: 2163
Unit Description |
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For thousands of years the bow has been the weapon of choice for the men of Rhûn. However, not long after Alatar and the Lôke-Khan arrived in Rhûn with their armies so did another terrible weapon, the crossbow. Brought from further east by Alatar and originally thought to be of eastern dwarven construction, the crossbow found itself well at home within the armies of the warlords. Easy to use and even easier to train for, the Warlords found it easier to arm their clansmen with the crossbow rather than trying to piece together groups of archers. Even with its ease of use the crossbow of the Easterlings is still out ranged by their composite bows, placing its operators in greater danger as they close with the enemy. In an attempt to eleviate this crossbowmen are typically outfitted in additional armor made of leather and steel similar to that of the clan warriors.
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 |
crossbowmen, 60, 0, 1.2
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
, elephant -20
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, crossbow, 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 |
7, 2, steel_crossbow_bolt, 140, 15, missile, missile_mechanical, piercing, none, 300, 1, ap
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 |
5, 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 |
9, normal, trained
Morale, Discipline, Training
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Cost |
1, 470, 200, 75, 75, 470, 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 |
Clan Crossbowmen missile infantry Slow to reload, but a potent and easy to use missile weapon firing powerful bolts.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.2 |
2 |
1 |
and region_religion catholic 30 |
A Practice Range allows for the recruitment of missile units. |
2 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.25 |
2 |
1 |
and region_religion catholic 30 |
An Archery Range allows for the recruitment of well trained missile units. |
3 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.25 |
2 |
1 |
and region_religion catholic 30 |
A Marksman's Range allows for the recruitment of elite missile units. |
4 |
city Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.2 |
2 |
0 |
and region_religion catholic 30 |
A Practice Range allows for the recruitment of missile units. |
5 |
city Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.25 |
2 |
0 |
and region_religion catholic 30 |
An Archery Range allows for the recruitment of well trained missile units. |
6 |
city Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.25 |
2 |
0 |
and region_religion catholic 30 |
A Marksman's Range allows for the recruitment of elite missile units. |
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