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

Galatian Chariots

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Galatian Chariots info cardGalatian Chariots unit card

Class: heavy · Category: cavalry · Men per unit: 12

Description

The Trocmi were a Gallic people in northeast Galatia, one of the three old communities in that region, the Tectosages, the Tolistobogi and themselves, who were at one stage in a treaty with Rome against Pontus. Their capital was at Tavium, but after Manlius' subjugation in 189 B.C their lands were finally given to Deiotarus around 45 B.C, who eventually ruled an area from Galatia to Armenia Minor.

Stats

Rank in roster
Men per unit 12 █········· 6%
Attack 15 ███████··· 72%
Charge bonus 8 ███······· 31%
Defence 22 ██········ 23%
  · armour 2 █········· 13%
  · defence skill 16 ███······· 28%
  · shield 4 █████····· 48%
Morale 15 █████████· 91%
Discipline Normal
Training Untrained
Recruitment cost 2,406 dn ███████··· 65%
Upkeep per turn 881 dn ████████·· 84%
Turns to recruit 3

Weapons

Its secondary attack is the stronger one: 27 against 15.

Primary Secondary
Attack 15 27
Charge bonus 8 43
Type thrown · blade melee · other
Damage piercing blunt
Projectile javelin —
Range 50 —
Ammunition 7 —
Properties Thrown May throw men into the air

Defence

Primary Secondary
Total 22 —
Armour 2 14
Defence skill 16 2
Shield 4 —

Condition and terrain

Hit points 1 · celtic light chariot 4
Mount celtic light chariot
Modifier against mounts horse -35 · chariot -35
Ground: scrub / sand / forest / snow -7 / -2 / -8 / -2
Charge distance 60
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates 2
Spacing between men: close / loose 10 × 12 m / 15 × 18 m
Default ranks 2

In battle: Frighten nearby enemy infantry

Who can recruit it

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

Galatians · Scordisci · Tylis

Exactly what a settlement must have, route by route (3)
Building Also requires
Indirect Rule Tier 2 Military Industrial Complex · Tier 1 Colony · Requires resource horses or horses supplied factionwide
Direct Rule Tier 2 Military Industrial Complex · Tier 1 Colony · Requires resource horses or horses supplied factionwide
Homeland Tier 2 Military Industrial Complex
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