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HomeHome / Total War: WARHAMMER II / Avelorn / Units / The Storm Riders (Lothern Sea Guard)
The Storm Riders (Lothern Sea Guard) AvelornAvelorn Missile Infantry

The Storm Riders (Lothern Sea Guard)

The sight of the Storm Riders' banners strikes fear in to the hearts of even the most merciless Druchii.

The Lothern Sea Guard can fight as effectively on land as at sea, and are equally resolute when defending the walls and fields of Lothern as they are as when battling on the deck of a ship. These dangerous duties require the Sea Guard to maintain a flexible armoury. The vast majority are well-trained in the use of spear, shield and bow - the better to combine the finest aspects of the spear and archer regiments of other cities and realms. Indeed, it is a point of pride in Lothern that the discipline of their warriors far surpasses that of any found elsewhere in Ulthuan. When the armies of Ulthuan go to war, the Sea Guard play a crucial part, crewing the many warships and acting as the vanguard for the oncoming host.

The Storm Riders (Lothern Sea Guard) The Storm Riders (Lothern Sea Guard) The Storm Riders (Lothern Sea Guard)
The Storm Riders (Lothern Sea Guard)

Unit Name

The Storm Riders (Lothern Sea Guard)

Main Unit Key

wh2_dlc10_hef_inf_the_storm_riders_ror_0

Land Unit Key

wh2_dlc10_hef_inf_the_storm_riders_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile & Spear Infantry

Naval Unit Group

Missile & Spear Infantry

Soldiers

90

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

850

Recruitment Cost

850

Upkeep Cost

212

Missile Damage

19

├ Missile Weapon

wh2_main_hef_sea_guard_bow

├ Projectile

wh2_main_hef_sea_guard_arrow

├ Missile Damage

15

├ Missile Ap Damage

4

└ Base Reload Time

11

Accuracy

33

Range

165

Reload

30

Shots Per Minute

7.8

Ammunition

22

Melee Attack

29

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh2_main_hef_spear_guard

├ Melee Damage Base

20

├ Melee Damage Ap

8

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

16

└ Bonus vs Infantry

0

Charge Bonus

4

Melee Defence

41

├ Base Defence

41

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh2_main_chainmail_40

├ Armour Defence

40

└ Shield Armour

0

Health

68

├ Man Entity

wh2_main_hef_infantry_fast_blood_dismembers

├ Man Speed

36

├ Man Health

8

└ Bonus Hit Points

60

Leadership (Base Morale)

80

Abilities

  • Martial Prowess
    High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • {{tr:guerrilla_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

  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Fire Whilst Moving
    This unit can fire while on the move.
Recuitment Requirement
Maximum Number 1