Scythian Royal Infantry


Class: missile · Category: infantry · Men per unit: 40
Description
If the Scythians are the greatest of all men - and who can deny that? - Then the Royal Scythians are the greatest of all Scythians. They are a small tribe, true, but their men are bred for war and leadership. They commission the best weapons and armour from the Greek metal smiths, and their bravery is legendary. While most Royal Scythians fight on horseback, in the manner of our ancestors, the Guards are drilled to fight on foot. These men are trained to confront the horsemen of Sarmatia. On foot, they use their composite bows to deadly effect, and when the enemy cavalry charge, they close ranks and fend them off with long spears. But more than this, these men are born leaders -- their status as members of the Royal tribe inspires confidence in their brother Scythians.
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 40 | ███······· 30% |
| Attack | 12 | █████····· 48% |
| Charge bonus | 5 | ███······· 26% |
| Defence | 26 | ███······· 32% |
| · armour | 9 | █████····· 50% |
| · defence skill | 17 | ████······ 35% |
| · shield | 0 | █········· 0% |
| Morale | 10 | ███······· 29% |
| Discipline | Normal | |
| Training | Untrained | |
| Recruitment cost | 1,922 dn | █████····· 46% |
| Upkeep per turn | 668 dn | ██████···· 59% |
| Turns to recruit | 4 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 12 | 5 | Charge bonus | 5 | 5 | Type | missile · archery | melee · blade | Damage | piercing | piercing |
| Projectile | arrow | — | Range | 170 | — | Ammunition | 30 | — |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 26 | — | Armour | 9 | — | Defence skill | 17 | — | Shield | 0 | — |
Condition and terrain
| Hit points | 1 | Modifier against mounts | horse +1 · chariot +1 · camel +1 | Ground: scrub / sand / forest / snow | 0 / -1 / 0 / -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) | 1.2 | Spacing between men: close / loose | 1.1 × 2.6 m / 1.98 × 4.68 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 (3)
| Building | Also requires | Building | Also requires | Building | Also requires | ||
|---|---|---|---|---|---|---|---|
| Direct Rule | Tier 3 Military Industrial Complex · Tier 2 Colony | Homeland | Tier 2 Military Industrial Complex | Any settlement | Tier 2 Military Industrial Complex · Scythian area of recruitment · Dependency only · Tier 1 Colony not built |
Areas of recruitment

| Zone | Provinces | ||||||
|---|---|---|---|---|---|---|---|
| Scythian | 32 |
