The Storm Riders (Lothern Sea Guard)

ID: wh2_dlc10_hef_inf_the_storm_riders_ror_0


The Storm Riders (Lothern Sea Guard)
Missile & Spear Infantry
90 850 212
Vanguard Deployment
Charge Defence Against Large Foes
Fire Whilst Moving
Armour 40
Leadership 80
Speed 36
Melee Attack 29
Melee Defence 41
Weapon Strength 28
Charge Bonus 4
Ammunition 22
Range 165
Missile Strength 29


Unit Description

The sight of the Storm Riders' banners strikes fear in to the hearts of even the most merciless Druchii.

Historical Description

The Lothern Sea Guard can fight as effectively on land as at sea, and are equally resolute when defending the walls and fields of Lothern as they are as when battling on the deck of a ship. These dangerous duties require the Sea Guard to maintain a flexible armoury. The vast majority are well-trained in the use of spear, shield and bow - the better to combine the finest aspects of the spear and archer regiments of other cities and realms. Indeed, it is a point of pride in Lothern that the discipline of their warriors far surpasses that of any found elsewhere in Ulthuan. When the armies of Ulthuan go to war, the Sea Guard play a crucial part, crewing the many warships and acting as the vanguard for the oncoming host.


Martial Prowess

High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Charge Defence vs. Large

When bracing, this unit negates the charge bonus of any large attacker.

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses


Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.

Charge Defence Against Large Foes

When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.

Fire Whilst Moving

This unit can fire while on the move.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.60
Acceleration 5.00
Deceleration 5.00
Charge Speed 4.30
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 160
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 29
Melee Defence 41
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 80
Bonus Hit Points 60
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile & Spear Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 212
Unit Size 90
Melee CP 300
Missile CP 550


Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 16
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 8
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 165
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 15
Armor-Piercing Damage 4
Base Reload Time 11
Armour Value 40
Missile Block Chance 0