Horseman General

(image)

Horsemen Leader of skill and discipline are promoted Horseman General. 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.

 

Information

Advances from: Horseman Leader
Advances to: Horseman Marshal
Cost: 70
HP: 86
Moves: 8
XP: 140
Level: 3
Alignment: lawful
Id: Horseman General
Abilities: leadership

Attacks (damage × count)

(image)sword
melee
13 × 4
blade
(image)lance
melee
19 × 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.