RTR: Imperium Surrectum
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Arab Camel Archers

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Arab Camel Archers info cardArab Camel Archers unit card

Class: missile · Category: cavalry · Men per unit: 32

Stats

Rank in roster
Men per unit32██········ 23%
Attack7█········· 6%
Charge bonus8███······· 31%
Defence22██········ 23%
· armour5████······ 35%
· defence skill17████······ 35%
· shield0█········· 0%
Morale8██········ 19%
DisciplineNormal
TrainingUntrained
Recruitment cost1,552 dn██········ 20%
Upkeep per turn625 dn█████····· 48%
Turns to recruit2

Weapons

Its secondary attack is the stronger one: 8 against 7.

PrimarySecondaryPrimarySecondaryPrimarySecondaryPrimarySecondary
Attack78Charge bonus811Typemissile · archerymelee · bladeDamagepiercingslashing
Projectilearrow—Range170—Ammunition25—

Defence

PrimarySecondaryPrimarySecondaryPrimarySecondaryPrimarySecondary
Total22—Armour5—Defence skill17—Shield0—

Condition and terrain

Hit points1MountcamelGround: scrub / sand / forest / snow-1 / 5 / -4 / 4Charge distance40
FormationsSquare
Technical stats
Time between blows (primary / secondary)2.5 s / 2.5 sExtra fatigue in hot climates-2Spacing between men: close / loose2.2 × 5.2 m / 3.96 × 7.28 mDefault ranks5

In battle: Very good stamina

Who can recruit it

A core roster unit for 10 factions, each able to raise it anywhere they hold the right building:

Gerrha · Hadhramaut · Himyar · Lihyan · Minaeans · Nabataea · Palmyra · Qataban · Saba · Thamud

Any faction holding one of the provinces below can field it.

Exactly what a settlement must have, route by route (5)
BuildingAlso requiresBuildingAlso requiresBuildingAlso requiresBuildingAlso requires
Any settlementGarrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built · Requires resource camels or camels supplied factionwideIndirect RuleGarrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwideDirect RuleGarrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwideHomelandGarrison Building or Tier 1 Military Industrial Complex
Any settlementGarrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built

Areas of recruitment

ZoneProvinces
Arab0