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Kushite Javelinmen

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Kushite Javelinmen info cardKushite Javelinmen unit card

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

Stats

Rank in roster
Men per unit 40 ███······· 30%
Attack 10 ██········ 19%
Charge bonus 1 █········· 4%
Defence 12 █········· 4%
  · armour 1 █········· 0%
  · defence skill 11 █········· 6%
  · shield 0 █········· 0%
Morale 4 █········· 0%
Discipline Low
Training Untrained
Recruitment cost 819 dn █········· 2%
Upkeep per turn 300 dn █········· 9%
Turns to recruit 2

Weapons

Primary Secondary
Attack 10 4
Charge bonus 1 9
Type thrown · archery melee · blade
Damage piercing slashing
Projectile javelin —
Range 60 —
Ammunition 7 —
Properties Thrown Armour-piercing (counts only half the target's armour)

Defence

Primary Secondary
Total 12 —
Armour 1 —
Defence skill 11 —
Shield 0 —

Condition and terrain

Hit points 1
Ground: scrub / sand / forest / snow 8 / 0 / 8 / 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) 0.81
Spacing between men: close / loose 1.1 × 2.6 m / 1.98 × 4.68 m
Default ranks 5

In battle: Very good stamina

Who can recruit it

A core roster unit for 3 factions, each able to raise it anywhere they hold the right building:

Axum · Kush · Timbuktu

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 · Ethiopian 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 Kushite Javelinmen can be recruited

Zone Provinces
Ethiopian 34
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