units armenian_cataphract_archers - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Armenian Cataphract Archers

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Armenian Cataphract Archers info cardArmenian Cataphract Archers unit card

Class: missile · Category: cavalry · Men per unit: 32

Description

Cataphract archers are very heavily armoured, but slow, horse-archers that are almost impervious to attacks and can fight in close combat. They are not as armoured as cataphract lancers, yet most enemy missiles are turned aside quite easily. Mobility and speed have been sacrificed to provide protection. Their composite bows allow them to attack enemies at long range, but they also carry swords so that - if needs be - they can close up and fight hand-to-hand.

Stats

Rank in roster
Men per unit 32 ██········ 23%
Attack 12 █████····· 48%
Charge bonus 26 ████████·· 83%
Defence 32 █████····· 49%
  · armour 18 ██████████ 97%
  · defence skill 14 ██········ 17%
  · shield 0 █········· 0%
Morale 14 ████████·· 79%
Discipline Normal
Training Highly trained
Recruitment cost 3,858 dn █████████· 91%
Upkeep per turn 1,553 dn ██████████ 99%
Turns to recruit 4

Weapons

Primary Secondary
Attack 12 11
Charge bonus 26 34
Type missile · archery melee · blade
Damage piercing piercing
Projectile arrow —
Range 170 —
Ammunition 25 —

Defence

Primary Secondary
Total 32 —
Armour 18 —
Defence skill 14 —
Shield 0 —

Condition and terrain

Hit points 1
Mount half armoured horse
Ground: scrub / sand / forest / snow -6 / -1 / -8 / -1
Charge distance 40
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates 4
Spacing between men: close / loose 2 × 4.8 m / 3.6 × 6.72 m
Default ranks 5

In battle: Can form Cantabrian circle · Good stamina

Who can recruit it

A core roster unit for 9 factions, each able to raise it anywhere they hold the right building:

Albanians · Armenia · Armenia Minor · Colchians · Commagene · Heniochi · Iberians · Mossynoeci · Sophene

Exactly what a settlement must have, route by route (2)
Building Also requires
Direct Rule Tier 3 Military Industrial Complex · Tier 2 Colony · Requires resource horses or horses supplied factionwide
Homeland Tier 2 Military Industrial Complex
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