Hyrkanian Horsemen


Class: missile · Category: cavalry · Men per unit: 32
Description
From the hills and valleys of Hyrkania ride these tough light cavalry, ideally suited for ambush, pursuit and harassing attacks. Their large shield gives them better protection in close combat than horse archers, and their natural ferocity makes them a dangerous foe indeed. However, their wild nature also makes them impetuous and somewhat difficult to control, unlike their more civilised Parthian cousins.
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 32 | ██········ 23% |
| Attack | 10 | ██········ 19% |
| Charge bonus | 16 | ███████··· 69% |
| Defence | 17 | █········· 12% |
| · armour | 1 | █········· 0% |
| · defence skill | 12 | █········· 9% |
| · shield | 4 | █████····· 48% |
| Morale | 8 | ██········ 19% |
| Discipline | Normal | |
| Training | Trained | |
| Recruitment cost | 1,371 dn | █········· 12% |
| Upkeep per turn | 552 dn | ███······· 29% |
| Turns to recruit | 2 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 10 | 7 | Charge bonus | 16 | 22 | 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 | 17 | — | Armour | 1 | — | Defence skill | 12 | — | Shield | 4 | — |
Condition and terrain
| Hit points | 1 | Mount | light horse | Ground: scrub / sand / forest / snow | -1 / 0 / -7 / 0 | Charge distance | 40 |
| 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 | 2.2 × 5.2 m / 3.96 × 7.28 m | Default ranks | 5 |
In battle: Can form Cantabrian circle · 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 | Garrison Building or Tier 1 Military Industrial Complex · Hyrkanian area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | Indirect Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Direct Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Homeland | Garrison Building or Tier 1 Military Industrial Complex |
Areas of recruitment

| Zone | Provinces | ||||||
|---|---|---|---|---|---|---|---|
| Hyrkanian | 2 |
