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

Celtic Archers

← all units · wiki index

Celtic Archers info cardCeltic Archers unit card

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

Description

Recruited from among the poorest in Celtic society, archers were armed only with a small, Gallic bow and quiver, and a typical Celtic long sword.

Stats

Rank in roster
Men per unit 40 ███······· 30%
Attack 7 █········· 6%
Charge bonus 0 █········· 0%
Defence 15 █········· 8%
  · armour 1 █········· 0%
  · defence skill 14 ██········ 17%
  · shield 0 █········· 0%
Morale 4 █········· 0%
Discipline Low
Training Untrained
Recruitment cost 1,090 dn █········· 6%
Upkeep per turn 379 dn █········· 13%
Turns to recruit 2

Weapons

Primary Secondary
Attack 7 2
Charge bonus 0 0
Type missile · archery melee · blade
Damage piercing piercing
Projectile arrow —
Range 120 —
Ammunition 25 —

Defence

Primary Secondary
Total 15 —
Armour 1 —
Defence skill 14 —
Shield 0 —

Condition and terrain

Hit points 1
Modifier against mounts horse +3 · chariot +3 · camel +3
Ground: scrub / sand / forest / snow 0 / 0 / -2 / 0
Charge distance 30
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates 0
Collision mass per man (1.0 is normal) 0.82
Spacing between men: close / loose 1.2 × 2.8 m / 2.16 × 5.04 m
Default ranks 5

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

Who can recruit it

A core roster unit for 40 factions, each able to raise it anywhere they hold the right building:

Aedui · Allobroges · Ambrones · Anartes · Apuani · Arverni · Aulerci · Belgae · Bituriges · Boii · Breuni · Cadurci · Cenomani · Cimbri · Cisalpine Boii · Corsi · Eburones · Eravisci · Helvetii · Ingauni · Insubres · Nervii · Norici · Osismii · Salassi · Salluvii · Senones · Sequani · Sotiates · Taurisci · Tencteri · Teurisci · Treveri · Ubii · Usipetes · Veneti · Veneti (Gauls) · Vindelici · Volcae · Volcae (Gaul)

Exactly what a settlement must have, route by route (3)
Building Also requires
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
⚠️ **GitHub.com Fallback** ⚠️