"Skirmishers can force the enemy into a hasty or rash attack."
The role of a skirmisher, lightly-armed and kept from melee combat, was not the part that young people aspired to fulfil. Bursting with energy, they craved the glory of one-on-one combat. However, a fledgling warrior first had to prove their worth before earning the right to bear arms. If granted such an honour, they hungrily sought battle or risked growing idle. The strongest immediately joined a veteran warrior’s retinue, hoping to earn glory fighting alongside him. Typically, the young occupied themselves with inter-tribal warfare and raiding to prevent loss of fitness. Raiding other tribes was not recognised as a crime, but instead seen as necessary training for younger members to nurture and maintain their appetite for battle.
Strength and Weaknesses[]
Excellent Rate of Fire
Very Poor Armour
Low Ammunition
Base Stats[]
Nordic Skirmishers
Unit
Number of Men:
160
Morale:
34
Bonus HP:
5
Melee Attack:
7
Melee Defense:
2
Charge Bonus:
2
Reload:
40
Ammunition:
9
Very Light Infantry
Human
Hit Points:
75
Mass:
70
Walk Speed:
16
Run Speed:
40
Charge Speed:
55
Charge Distance:
35
Weapons and Gear[]
Sax
Melee Weapon
Damage:
10
Armour Penetration Damage:
1
Bonus vs Infantry:
0
Bonus vs Cavalry:
0
Bonus vs Elephants:
0
Building damage:
0.033
Javelin
Missile Weapon
Damage:
70
Armour Penetration Damage:
20
Base Reload Time:
14
Range:
80
Bonus vs Infantry:
0
Bonus vs Cavalry:
15
Bonus vs Elephants:
15
Special Effects:
Small Round Shield
Shield
Melee Defence:
30
Armour:
5
Missile Block Chance:
20
Cloth
Armour
Armour:
3
Abilities[]
Precision Shot
Target:
Self
Initial Recharge:
0
Active Time:
30
Recharge Time:
210
Improved missile weapon damage for an extended period. These values are further modified by the unit itself.
Precision Shot (30s):
+50% Missile Damage
Fatigue (1s):
+100% Fatigue
Attributes[]
Resistant to Fatigue
Fatigue has less of an effect on this unit.
Hide (forest)
This unit can hide in forests until enemy units get too close.