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units knossian_general

Viktor Tarnholm edited this page Oct 16, 2026 · 21 revisions

Knossian General's Bodyguard

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Knossian General's Bodyguard info cardKnossian General's Bodyguard unit card

Class: heavy · Category: cavalry · Men per unit: 6

Reforms: No longer recruitable after Knossian Reforms · Becomes a newer unit with Knossian Reforms

Description

This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance.

Stats

Rank in roster
Men per unit 6 █········· 0%
Attack 12 █████····· 48%
Charge bonus 25 ████████·· 82%
Defence 37 ██████···· 64%
  · armour 14 ████████·· 78%
  · defence skill 18 ████······ 37%
  · shield 5 ██████···· 57%
Morale 16 ██████████ 98%
Discipline Normal
Training Highly trained
Recruitment cost 4,753 dn ██████████ 95%
Upkeep per turn 72 dn █········· 3%
Turns to recruit 4

Weapons

Its secondary attack is the stronger one: 13 against 12.

Primary Secondary
Attack 12 13
Charge bonus 25 29
Type thrown · archery melee · blade
Damage piercing piercing
Projectile javelin —
Range 60 —
Ammunition 7 —
Properties Used just before charging into combat · thrown —

Defence

Primary Secondary
Total 37 —
Armour 14 —
Defence skill 18 —
Shield 5 —

Condition and terrain

Hit points 1
Mount heavy horse
Ground: scrub / sand / forest / snow -4 / -1 / -8 / -1
Charge distance 40
Formations Square · Wedge
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates 2
Spacing between men: close / loose 2 × 4.8 m / 3 × 7.2 m
Default ranks 5

In battle: A unit suitable for a general · Very good stamina · Powerful charge

Who can recruit it

A core roster unit for one faction, which can raise it anywhere it holds the right building:

Knossos

Exactly what a settlement must have, route by route (2)
Building Also requires
Direct Rule Tier 3 Military Industrial Complex · not Knossian Reforms · Tier 2 Colony
Homeland Tier 2 Military Industrial Complex · not Knossian Reforms

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