Horseman Marshal

(image)

Marshals are the skilled Horsemen, both in use of weapons and strategy. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Horseman Generals, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt.

Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit’s training gives it a chance of hitting targeted enemies with at least 50% favorable chances, but only on the attack.

 

Information

Advances from: Horseman General
Advances to:
Cost: 110
HP: 108
Moves: 8
XP: 220
Level: 4
Alignment: lawful
Id: Horseman Marshal
Abilities: leadership

Attacks (damage × count)

(image)sword
melee
12 × 4
blade
(image)lance
melee
20 × 2
pierce
charge

Resistances

(icon) blade20% (icon) pierce-20%
(icon) impact30% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave420%
(icon) Coastal Reef330%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest330%
(icon) Frozen230%
(icon) Fungus420%
(icon) Hills240%
(icon) Mountains0%
(icon) Sand230%
(icon) Shallow Water420%
(icon) Swamp420%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Wed Mar 20 02:47:13 2024.