Sabaean General's Bodyguard


Class: heavy · Category: cavalry · Men per unit: 6
Description
This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat.
Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance.
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 6 | █········· 0% |
| Attack | 14 | ███████··· 65% |
| Charge bonus | 28 | █████████· 86% |
| Defence | 32 | █████····· 49% |
| · armour | 8 | █████····· 47% |
| · defence skill | 21 | █████····· 54% |
| · shield | 3 | ████······ 37% |
| Morale | 15 | █████████· 91% |
| Discipline | Normal | |
| Training | Highly trained | |
| Recruitment cost | 3,925 dn | █████████· 91% |
| Upkeep per turn | 59 dn | █········· 0% |
| Turns to recruit | 4 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 14 | — | Charge bonus | 28 | — | Type | melee · blade | — | Damage | piercing | — |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 32 | — | Armour | 8 | — | Defence skill | 21 | — | Shield | 3 | — |
Condition and terrain
| Hit points | 1 | Mount | camel | Ground: scrub / sand / forest / snow | -3 / 4 / -8 / 3 | Charge distance | 40 |
| Formations | Square · Wedge |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / — | Extra fatigue in hot climates | 0 | Spacing between men: close / loose | 2 × 4.8 m / 3 × 7.2 m | Default ranks | 5 |
In battle: A unit suitable for a general · Very good stamina · Powerful charge
Who can recruit it
A core roster unit for one faction, which can raise it anywhere it holds the right building:
Exactly what a settlement must have, route by route (2)
| Building | Also requires | Building | Also requires | ||||
|---|---|---|---|---|---|---|---|
| Direct Rule | Tier 3 Military Industrial Complex · Tier 2 Colony | Homeland | Tier 2 Military Industrial Complex |
