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HomeHome / Total War: WARHAMMER III / Yvresse / Units / The Storm Riders (Lothern Sea Guard)
The Storm Riders (Lothern Sea Guard) YvresseYvresse 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

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

Hit Points

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

Mass

100

└ Man Mass

100.0000

Armour

40

├ Armour

wh2_main_chainmail_40

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

36

└ Man Speed

36

Melee Attack

29

Melee Defence

41

Weapon Strength

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

Missile Strength

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