About
Unit Description
Unlike other levied citizen militias, the Lothern Sea Guard remain armed and ready at all times.
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.
Abilities
Martial Prowess
High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Attributes
Charge Defence vs. Large
When bracing, this unit negates the
charge bonus of any large attacker.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Anti-Large
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.
Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.30 |
Acceleration |
4.00 |
Deceleration |
5.00 |
Charge Speed |
4.00 |
Ch. Dist. to Commence Run |
30.00 |
Ch. Dist. to Adopt Pose |
25.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
120 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Missile Infantry |
Unit Class |
Missile Infantry |
Move Action Points |
2100 |
Melee Attack |
22 |
Melee Defence |
40 |
Charge Bonus |
4 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
6 |
Morale |
70 |
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 |
187 |
Missile CP |
563 |
Equipment
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 |
Shield |
Missile Block Chance |
55 |