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.
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 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Missile & Spear Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 800 |
Recruitment Cost 850 |
Upkeep Cost 213 |
Number of Units 90 |
6120 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1d_elf_spear_and_bow |
├ Man Entity wh2_main_hef_infantry_fast_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 90 |
└ Bonus Hit Points 60 |
100 |
└ Man Mass 100.0000 |
40 |
├ Armour wh2_main_chainmail_40 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
36 |
└ Man Speed 36 |
Melee Attack 29 |
41 |
28 |
├ Melee Weapon wh2_main_hef_spear_guard |
├ Base Weapon Damage 20 |
├ Armour-Piercing Weapon Damage 8 |
├ Bonus vs. Large 16 |
└ Bonus vs. Infantry 0 |
Charge Bonus 4 |
Ammunition 22 |
Range 165 |
21 |
├ Missile Weapon wh2_main_hef_sea_guard_bow |
├ Projectile wh2_main_hef_sea_guard_arrow |
├ Base Missile Damage 15 |
├ Armour-Piercing Missile Damage 4 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 9.02 |
Accuracy 33 |
Reload Skill 18 |
Abilities
-
Martial Prowess
High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Melee Attack +2
Melee Defence +12
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. -
Charge Reflection
When bracing, this unit deals additional damage when attacking charging enemies. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
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 |
Faction Availability | |
---|---|
Immortal Empires |