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Riddermark Skirmishers
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Views: 3101
Unit Description |
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These experienced warriors have long served the Mark as excellent support cavalry. They are equipped with deadly javelins and hand axes. Their armor piercing javelins, light horses, and strong armour allow them to harass the enemy lines with ease. Contrary to belief, their melee ability is never to be underestimated either. Such versatility, aided by their good morale, makes these riders extremely valuable soldiers. REQUIRES A NATIVE PROVINCE.
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 cavalry
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Soldier |
rohirrim_riders, 30, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
heavy horse, horse +2, elephant -10
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, can_formed_charge, 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 |
8, 3, cav_javelin, 55, 5, thrown, missile_mechanical, piercing, spear, 0, 1, ap, thrown
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, 3, no, 0, 0, melee, melee_blade, blunt, mace, 0, 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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Primary armour |
5, 4, 4, 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 |
6, -1, -1, -3, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
13, normal, trained
Morale, Discipline, Training
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Cost |
1, 780, 280, 100, 100, 780, 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 |
Riddermark Skirmishers missile cavalry Medium cavalry, armed with javelins and axes. REQUIRES A NATIVE PROVINCE.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
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 hidden_resource riddermark |
Baron's stables allow for the recruitment of capable cavalry units. |
2 |
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 hidden_resource riddermark |
Earl's stables allow for the recruitment of elite cavalry units. |
3 |
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 hidden_resource riddermark |
Baron's stables allow for the recruitment of capable cavalry units. |
4 |
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 hidden_resource riddermark |
Earl's stables allow for the recruitment of elite cavalry units. |
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