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Large Boats

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Large Boats info cardLarge Boats unit card

Class: heavy · Category: ship · Men per unit: 6

Description

Large boats are battle-worthy craft, with crews large enough to fight boarding actions when required. These boats are not a match, however, for ships of more 'civilized' peoples. These ships, however, have better sea keeping qualities than many craft developed for the relatively calm waters of the Mediterranean. They can carry large cargoes - or raiding parties - across many trackless miles of sea.

Stats

Rank in roster
Men per unit 6 █········· 0%
Attack 8 █········· 9%
Charge bonus 0 █········· 0%
Defence 8 █········· 0%
  · armour 3 ██········ 21%
  · defence skill 5 █········· 0%
  · shield 0 █········· 0%
Morale 8 ██········ 19%
Discipline Normal
Training Highly trained
Recruitment cost 756 dn █········· 1%
Upkeep per turn 188 dn █········· 6%
Turns to recruit 3

Weapons

Primary Secondary
Attack 8 —
Charge bonus 0 —
Type melee · other —
Damage piercing —

Defence

Primary Secondary
Total 8 —
Armour 3 —
Defence skill 5 —
Shield 0 —

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 / —
Extra fatigue in hot climates 0
Spacing between men: close / loose 1.2 × 2.16 m / 2.4 × 2.88 m
Default ranks 3

The mod gives this unit more than one set of numbers. The figures above are one of them, so check in-game if the exact values matter.

Who can recruit it

A core roster unit for 116 factions, each able to raise it anywhere they hold the right building:

Aedui · Allobroges · Ambrones · Anartes · Aorsi · Apuani · Ardiaei · Arevaci · Arse · Arshi · Arverni · Asta · Astures · Aulerci · Bastarnae · Basti · Belgae · Belli · Bituriges · Boii · Breuni · Brigantes · Buri · Cadurci · Caledonii · Cantabri · Cantiaci · Carmo · Carpetani · Catuvellauni · Celtici · Cenomani · Chatti · Chauci · Cherusci · Chorasmia · Cimbri · Cisalpine Boii · Corsi · Costoboci

…and 76 more.

Exactly what a settlement must have, route by route (4)
Building Also requires
Trade Port Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex
Shipwright Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex
Dockyard Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex
The Cothon of Carthage Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · Garrison Building or Tier 1 Military Industrial Complex
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