Arvernian Elite Skirmisher


Class: missile · Category: infantry · Men per unit: 40
Description
In the land of the Arverni, their best skirmishers appear together in ever increasing numbers, bearing witness to the perfect aim and tactics they employ. Vests of studded leather armour, a privileged piece of protection to own, is standard among this grade of warrior, blending the duties of lightly armed troops with the armour and weapons of a medium soldier. A secondary weapon, a short sword, gave them additional fighting abilities when their javelins have been spent piercing the bodies of their foes. Virtually any lightly armoured opponent will feel the bite of these experienced warriors in hand-to-hand combat, and they are quick enough to continually surprise attentive opponents with their trademark Gallic lust for battle!
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 40 | ███······· 30% |
| Attack | 13 | ██████···· 57% |
| Charge bonus | 7 | ███······· 29% |
| Defence | 33 | █████····· 52% |
| · armour | 11 | ██████···· 64% |
| · defence skill | 18 | ████······ 38% |
| · shield | 4 | █████····· 48% |
| Morale | 8 | ██········ 19% |
| Discipline | Normal | |
| Training | Untrained | |
| Recruitment cost | 1,305 dn | █········· 10% |
| Upkeep per turn | 454 dn | ██········ 17% |
| Turns to recruit | 4 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 13 | 6 | Charge bonus | 7 | 7 | Type | thrown · archery | melee · blade | Damage | piercing | piercing |
| Projectile | javelin | — | Range | 60 | — | Ammunition | 7 | — | Properties | Thrown | — |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 33 | — | Armour | 11 | — | Defence skill | 18 | — | Shield | 4 | — |
Condition and terrain
| Hit points | 1 | Modifier against mounts | horse +1 · chariot +1 · camel +1 | Ground: scrub / sand / forest / snow | 8 / -1 / 8 / -1 | Charge distance | 30 |
| Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | 3 | Collision mass per man (1.0 is normal) | 1.22 | Spacing between men: close / loose | 1.2 × 2.8 m / 2.16 × 5.04 m |
| Default ranks | 5 |
In battle: Can hide in long grass · Very good stamina
Who can recruit it
A core roster unit for one faction, which can raise it anywhere it holds the right building:
Any faction holding one of the provinces below can field it.
Exactly what a settlement must have, route by route (4)
| Building | Also requires | Building | Also requires | Building | Also requires | Building | Also requires |
|---|---|---|---|---|---|---|---|
| Any settlement | Tier 3 Military Industrial Complex · Arvernian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | Direct Rule | Tier 3 Military Industrial Complex · Tier 2 Colony | Homeland | Tier 2 Military Industrial Complex | Any settlement | Tier 2 Military Industrial Complex · Arvernian area of recruitment · Dependency only · Tier 1 Colony not built |
Areas of recruitment
| Zone | Provinces | ||||||
|---|---|---|---|---|---|---|---|
| Arvernian | 0 |
