Marauder Horsemen (Throwing Axes)

ID: wh_main_nor_cav_marauder_horsemen_1

Unit

Marauder Horsemen (Throwing Axes)
Missile Cavalry
60 625 157
Shielded
Armour-Piercing Missiles
Vanguard Deployment
4,980
Armour 15
Leadership 48
Speed 33
Melee Attack 22
Melee Defence 26
Weapon Strength 24
Charge Bonus 24
Ammunition 12
Range 70
Missile Strength 37

About

Unit Description

These men are possessed, packing a decisive punch with a touch of insanity.

Historical Description

Some tribes of Marauders hold horses in high esteem, while others regard them with fear and superstition. To many, a warhorse is a sign of status, and only the best warriors may ride them. The steeds ridden by these tribes are powerful beasts, foul-tempered and strong of limb. Once a rider has broken such a horse, it will remain loyal to him until death, but they remain vicious and unruly should a stranger approach. Fed on a diet of human flesh and watered-down blood, these snorting, high-spirited steeds have a glint of intelligent menace in their eyes, and will trample, kick and bite as if berserk when engaged at close quarters. In battle, the speed and mobility of Marauder Horsemen leaves even the most able cavalrymen of the Old World sorely lacking. Able to steer their steeds with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked blades and hooked axes.

Abilities

Rage

These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.

Attributes

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

Armour-Piercing Missiles

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

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 Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Missile Cavalry
Move Action Points 2100
Melee Attack 22
Melee Defence 26
Charge Bonus 24
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 48
Bonus Hit Points 75
Unit Stats
Unit Caste Missile Cavalry
Unit Weight Medium
Unit Group Missile Cavalry
Unit Group Parent Missile Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost 625
Upkeep Cost 157
Unit Size 60
Melee CP 600
Missile CP 400

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 19
Weapon AP Damage 5
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 70
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 6
Armor-Piercing Damage 21
Base Reload Time 10
Armour
Armour Value 15
Shield
Missile Block Chance 30