Kampagnen |
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EEdO DID IdF DT LVW Freiheit WdN DZdF SchwS DHvT DAW DS DGzB UbS - TFGE |
Era |
S ZdH - AOL AoG AE A BAE BEE BGE(b) BfTE BRE CA CEoM D+E D+F D+A D+E+E+E D+N D+S DotD EE0 EB EBE EH EM EoA EoA EoHS EoMR EoM EoS EotF EotF+D EotFfS EE EE+D EE+EoM+D ER F FA F FC GEE GE GEae GS GE GA He H+N HA I IC JDM JE JNA JZ LDE LME ME+D MCE0B ME ME+D ME+EoM+EoM+D MR NSE OMPTAoHE OMPTDE PYR(DE5ul) PYR(DE7l) PDE RE RoCE SF+D SR TT T+D Uw WK WC WE |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id is it ja ko la lt lv mk mr nb nl pl pt pt racv ro ru sk sl sr sr sv tl tr zh zh |
The steppe chieftains are titled Khans, serving as both statesmen and generals. They have discovered the advantages of leading from behind, urging their fellows on before them. Before a battle it is customary for them to mingle with the soldiers, goading them on with threats, promises, insults or just primal bellows. Anything to spur them into a towering rage. Nearly everyone who has fought the orcs of the steppe has spoke of the unnerving roars of the orcish leaders.
Despite this, Khans are more then ready to enter the fray against any especially audacious enemy that seeks to challenge them. Often, while retaining their flail, they focus on using the axe as they are considered too valuable an asset to risk in daredevil charges.
Anmerkungen: Die Führungsqualitäten dieser Einheit gewähren allen benachbarten verbündeten Einheiten einen Schadensbonus, jedoch nur, wenn sie eine niedrigere Stufe besitzen. The dread attack of this unit, when used offensively scare the defender, lowering the damage of his retaliation.
Vorherige Stufe: | Steppe Vanguard |
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Nächste Stufe: | |
Kosten: | 40 |
LP: | 68 |
Bewegungskosten: | 5 |
EP: | 150 |
Level: | 3 |
Tag-/Nachteinfluss: | lichtscheu |
ID | XRPG Steppe Khan |
Fertigkeiten: | allied leadership |
flail Wucht | 15 - 2 Nahkampf | dread | |
Streitaxt Klinge | 10 - 4 Nahkampf |
Resistenzen: | |
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Klinge | 0% |
Stich | 0% |
Wucht | 0% |
Feuer | -20% |
Kälte | 20% |
Arkan | 0% |
Gelände | Bewegungskosten | Verteidigung |
---|---|---|
Berge | 3 | 50% |
Burg | 1 | 60% |
Dorf | 1 | 60% |
Flachland | 1 | 40% |
Gefroren | 1 | 40% |
Höhle | 2 | 40% |
Hügel | 2 | 50% |
Küstennahes Riff | - | 0% |
Pilzhain | 3 | 40% |
Sand | 2 | 30% |
Seichtes Wasser | 3 | 20% |
Sumpf | 3 | 30% |
Tiefes Wasser | 99 | 20% |
Unbegehbar | 99 | 20% |
Unpassierbar | 99 | 90% |
Wald | 2 | 60% |