Spice Warriors
"Paralyse nerves, shatter bones, set fires, suffocate an enemy or burst his organs."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 Warriors |
Main Unit Key att_des_es_spice_warriors |
Land Unit Key att_des_es_spice_warriors |
Naval Unit Key att_cor_heavy_rom |
Soldiers 160 |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 500 |
Recruitment Cost 500 |
Upkeep Cost 250 |
Melee Attack 48 |
50 |
├ Melee Weapon att_khanda |
├ Melee Base Damage 40 |
├ Armour-piercing Damage 10 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 10 |
Charge Bonus 48 |
40 |
├ Base Defence 10 |
├ Shield att_round_small |
└ Shield Defence 30 |
15 |
├ Armour att_leather |
├ Armour Defence 10 |
└ Shield Armour 5 |
97 |
├ Man Entity att_infantry_light |
├ Man Health 75 |
└ Bonus Hit Points 22 |
Morale 43 |
Abilities
Spice Warriors- 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.
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 | |
---|---|
Lv. 0 |
Oriental Port
(att_bld_all_resources_port_spice_3) Level 3
Spice Trading Port
(att_bld_all_resources_port_spice_4) Level 4 |
Faction Availability | |
---|---|
Grand Campaign |