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 |
Shield |
Missile Block Chance |
30 |