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Arab Slingers

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Arab Slingers info cardArab Slingers unit card

Class: missile · Category: infantry · Men per unit: 40

Stats

Rank in roster
Men per unit 40 ███······· 30%
Attack 6 █········· 3%
Charge bonus 0 █········· 0%
Defence 12 █········· 4%
  · armour 3 ██········ 21%
  · defence skill 7 █········· 1%
  · shield 2 ███······· 25%
Morale 5 █········· 4%
Discipline Low
Training Untrained
Recruitment cost 943 dn █········· 4%
Upkeep per turn 345 dn █········· 12%
Turns to recruit 2

Weapons

Primary Secondary
Attack 6 2
Charge bonus 0 0
Type missile · archery melee · simple
Damage blunt piercing
Projectile stone —
Range 150 —
Ammunition 40 —

Defence

Primary Secondary
Total 12 —
Armour 3 —
Defence skill 7 —
Shield 2 —

Condition and terrain

Hit points 1
Ground: scrub / sand / forest / snow 0 / 0 / 0 / 0
Charge distance 30
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates -2
Collision mass per man (1.0 is normal) 0.86
Spacing between men: close / loose 1.1 × 2.6 m / 1.98 × 4.68 m
Default ranks 5

In battle: Can hide in long grass · Very good stamina

Who can recruit it

A core roster unit for 10 factions, each able to raise it anywhere they hold the right building:

Gerrha · Hadhramaut · Himyar · Lihyan · Minaeans · Nabataea · Palmyra · Qataban · Saba · Thamud

Any faction holding one of the provinces below can field it.

Exactly what a settlement must have, route by route (4)
Building Also requires
Any settlement Garrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · not Egyptian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Indirect Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony
Direct Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony
Homeland Garrison Building or Tier 1 Military Industrial Complex

Areas of recruitment

Where Arab Slingers can be recruited

Zone Provinces
Arab 73
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