"Brothers in arms, loyal and unflinching in their devotion. "
Much like the Roman ‘comes’, in the Nordic world the ‘hird’ emerged from the culture of heroic champions flanked by chosen companions. Effectively an armed retinue for a warlord, the word was used both in Old Norse and Old English to mean ‘household’, gradually morphing into ‘housecarl’ or ‘huscarl’ over time, by which point it specifically referred to the royal guard. Within this structure, the ‘hirdman’ was the highest rank and one which carried with it a seat on the king’s council, enabling them to advise their rulers on many aspects of government, not just military matters.
Strength and Weaknesses[]
Good Armour
Average Missile Block Chance
Base Stats[]
Hirdmen
Unit
Number of Men:
160
Morale:
45
Bonus HP:
42
Melee Attack:
30
Melee Defense:
35
Charge Bonus:
15
Reload:
0
Ammunition:
0
Medium Infantry
Human
Hit Points:
90
Mass:
100
Walk Speed:
14
Run Speed:
33
Charge Speed:
45
Charge Distance:
35
Weapons and Gear[]
Sword
Melee Weapon
Damage:
36
Armour Penetration Damage:
4
Bonus vs Infantry:
0
Bonus vs Cavalry:
0
Bonus vs Elephants:
0
Building damage:
0.066
Round Shield
Shield
Melee Defence:
15
Armour:
15
Missile Block Chance:
25
Mail
Armour
Armour:
23
Abilities[]
Shield Wall
Target:
Self
Initial Recharge:
0
Active Time:
N/A
Recharge Time:
N/A
The unit moves into a close formation and raises shields.
Assemble (5s)
Shields Ready:
+10 Attack Against Infantry
+25 Missile Block Chance
+15 Shield Defence
+200% Entity Mass
Attributes[]
Hide (forest)
This unit can hide in forests until enemy units get too close.
Scare (everyone)
This unit frightens all enemy units.
Immune to Fear
This unit is immune to the fear effects of scary units.