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HomeHome / Total War: Attila / Aksum / Units / Spice Guard
Spice Guard AksumAksum Melee Infantry

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.

Spice Guard

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

Missile Damage

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

Melee Damage

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

Melee Defence

11

├ Base Defence

11

├ Shield

att_none

└ Shield Defence

0

Armour

15

├ Armour

att_leather_lamellar

├ Armour Defence

15

└ Shield Armour

0

Health

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
Requires Buildings
Spice Guard Lv. 0 Spice Trading Port
Spice Trading Port
(att_bld_all_resources_port_spice_4)
Level 4
Faction Availability
Grand Campaign