Spice Guard
The spice must flow. These men ensure that it continues to do so.Naturally, those kingdoms along the Spice Road became melting-pots of the many and varied cultures that passed through them. As such, all manner of things were adopted and adapted by those who guarded their sections of the routes, including a variety of military equipment and the knowledge needed to use it to best advantage. Two such weapons are the khanda - the famous Sikh sword - and the fenestrated axe, which both came to the Arabian and southern African kingdoms via their trade connections with India. The khanda has a blunt point but an extremely sharp blade, being designed to slash rather than stab like the Roman gladius. The fenestrated axe has apertures on the blade, thought to increase streamlining as it cuts through the air. It is easy to see why both caught on outside India - they could pierce most common types of armour more effectively than a sword or spear. Well-preserved examples have been found in graves right across the western world - further evidence of how technology spread by osmosis along the Silk Road to the Mediterranean.
Unit Name Spice Guard |
Main Unit Key att_des_es_spice_guard |
Land Unit Key att_des_es_spice_guard |
Naval Unit Key att_cor_heavy_rom |
Soldiers 160 |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 900 |
Recruitment Cost 900 |
Upkeep Cost 415 |
49 |
├ Missile Weapon att_bow_composite_elite |
├ Projectile att_arrow_composite_elite_normal |
├ Missile Damage 37 |
├ Missile Ap Damage 12 |
└ Base Reload Time 17 |
Accuracy 0 |
Range 150 |
Reload 25 |
Rate of Fire 5 |
Ammunition 12 |
Melee Attack 49 |
56 |
├ Melee Weapon att_dane_axe |
├ Melee Base Damage 40 |
├ Armour-piercing Damage 16 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 20 |
Charge Bonus 49 |
11 |
├ Base Defence 11 |
├ Shield att_none |
└ Shield Defence 0 |
15 |
├ Armour att_leather_lamellar |
├ Armour Defence 15 |
└ Shield Armour 0 |
114 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 24 |
Morale 51 |
Abilities
Spice Guard- Sea Sickness
As these men are inexperienced sailors. Caught up in sea combat, they suffer various penalties. - Frenzy
Improves a unit's attack capabilities for an extended period of time. - Precision Shot
Improved missile weapon damage for an extended period. These values are further modified by the unit itself.
Attributes
- Disciplined
This unit does not suffer a morale penalty when the general dies. It can also rally after routing more often. - Resistant to Fatigue
Fatigue has less of an effect on this unit. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Scare (everyone)
This unit frightens all enemy units. - Immune to Fear
This unit is immune to the fear effects of scary units.
Strengths & Weaknesses
No Strengths and Weaknesses
Faction Availability | |
---|---|
Grand Campaign |