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Gauri - Units


[Lore] [Units] [Buildings]
[Council] [Nationalists]

 
 
 
Anvil
AV:  20 DV: 5
Health: 240 Morale: 11 Speed Max: 2.5 Entrench: 90
Cost: 16 Upkeep: 1 Role: Infantry  
Requirements: Ironwright

Abilities:
Armored: Resist Melee +20%; Resist Range +20%
Shields: Resist Range +5%

Description:

Anvils, wrapped from head to toe in armor, have sacrificed speed for near invulnerability.  The sight of the slow and deliberate line of Anvils, all swinging their war-clubs as they march, has been known to break the spirit of even the most courageous enemy.
 
 
Baluch
AV:  12 DV: 1
Health: 180 Morale: 7 Speed Max: 3.0
Cost: 5 Upkeep: Role: Pack Beast

Support Only

Requirements: Gauri Village

Abilities:
Support - Trailblazing: Ignores Terrain Speed; +3 to Detection Range

Description:

Over the years, the Gauri have succeeded in partially domesticating the mountain urossi, which they use as Packbeasts to carry the heavy stone-cutting equipment and raw materials necessary for their elaborate construction projects.  Only Gauri Settlers and Hammers are trained in the handling of these otherwise-vicious animals.
 
 
Forge
AV:  16 DV: 3
Health: 220 Morale: 10 Speed Max: 3.0 Entrench: 60
Cost: 10 Upkeep: 1 Role: Engineer/Infantry
Requirements: Gauri Village

Abilities:
Agile: Resist Siege Damage +20%
Siege: AV +12
vs. Buildings
Support - Rapid Entrenchment: reduces entrenchment time by 50%

Description:

Unlike other societies, the Gauri value their builders, known as Forges, no less than they do their warriors.  The strength of the Forges lay in their ability to construct and repair fantastic defensive positions and sap enemy fortifications.  For this expertise, they are accorded high honor.
 
 
Founder
AV:  10 DV: 2
Health: 120 Morale: 7 Speed Max: 3.0 Entrench: 60
Cost: 5 Upkeep: 1 Role: Settler  
Requirements: Gauri Village

Abilities:
Build: 20

Description:

Like Artificers, Gauri Founders are accorded high social stature.  They are trained in understanding the ways of the earth, and thus only Founders are able to select suitable locations for establishing new Gauri cities.  Furthermore, only Founders are capable of convincing obstinate Packbeasts to haul the tools necessary for heavy construction.
 
 
Hammer
AV:  24 DV: 6
Health: 320 Morale: 13 Speed Max: 3.5
Cost: 20 Upkeep: 1  1 Role: Cavalry  
Requirements: Ironwright, Garrison

Abilities:
Agile: Resist Siege Damage +20%
Charge: Duration: 15; Recharge Time: 60; Enchantment Type: Physical; AV+4; Max Speed +25%

Description:

Mounted upon feral urossi -- vicious, horned animals native to the high mountains the Gauri call home -- Hammers don heavy armor and wield even heavier mattocks from their elevated vantage.  Hammers are generally drawn from the ranks of veteran Settlers who have shown particular aptitude at handling urossi.
 
 
Healer
AV:  8 DV: 2
Health: 160 Morale: 5 Speed Max: 3
Cost: 22 Upkeep: 2 Role: Healer

Support Only

Requirements: Reliquary

Spells:
Levels Recruit, Regular, Veteran:
Revive: Target: Same Company; Area: 15; Recharge Time: 6; Heal: 25; Morale Gain: 25%


Slow: Target: Enemy; Area: 3.0; Recharge Time: 10; Duration: 15; Max Targets: 8; AV: -1; Recharge Time +50%; Enchantment Type: Magical

Level Elite:
Renew: Target: Same Company; Area: 15; Recharge Time: 6; Heal: 35; Morale Gain: 50%

Ebb: Target: Enemy; Area: 3.0; Recharge Time: 10; Duration: 15; Max Targets: 8; AV: -2; Recharge Time +50%; Enchantment Type: Magical

Description:
Healers combine the Gauri understanding of the natural cycles of Khaldun with their knowledge of minerals and exotic compounds.  Healers are capable of feats of healing that seem magical to those uninitiated to their secrets.  Through these arts, Healers provide highly appreciated support to the Gauri armies.
 

 
Juggernaut
AV:  40 DV: 8
Health: 680 Morale: 55 Speed Max: 2.5
Cost: 50 Upkeep: 5  1 Role: Siege

 

Requirements: Archive, Ironwright
Resupply Rate: 4%

Ground Smash: Area: 2.0; Max Targets: 8;
Damage:
40 +60 vs. Buildings

Abilities:

Fireproof: Resist Fire Damage +40%; Immune to Fire Enchantment
Mechanical: Resist Melee Damage +20%; Resist Range +60%; Immunity to Poison & Disease Enchantments
Support - Berserk: Ignores Morale Loss
Unstoppable:
Immune to Physical Enchantment

Description:

Though the Gauri prefer building to destruction, they nevertheless have applied their brilliant understanding of construction to create Juggernauts.  Juggernauts, enormous mechanical constructs of stone and iron, bound together with gears, chains, and sacred runes, know neither fear nor exhaustion, and will fight onward without rest until their enemies are crushed.
 
 
Leader
AV:  24 DV: 6
Health: 300 Morale: 10 Speed Max: 4.5
Cost: 8 Upkeep: 1 Role: Captain  
Requirements: Gauri Village

Abilities:

Armored: Resist Melee +20%; Resist Range +20%

Description:

Grizzled warriors from all ranks who have proven their fortitude and bravery on the field of battle become elevated to Captains.  Going beyond even the extraordinary endurance and steadfastness of normal Gauri soldiers, Captains lead by example.
 
 
Maelstrom Engine
RV: 40 Range: 20 DV: 5
Health: 400 Morale: 55 Speed Max: 2.5
Cost: 50 Upkeep: 5  1 Role: Siege  
Requirements: Lumber Yard, Archive
Resupply Rate:
4%

Maelstrom Bolt: Range: 20; Recharge Time: 5; Area: 3.5;
Max Targets: 12; Damage: 40+140 vs. Buildings

Abilities:
Mechanical: Resist Melee Damage +20%; Resist Range +60%; Immunity to Poison & Disease Enchantments

Description:

The Gauri have applied their considerable understanding of the stable balance of the earth to produce precisely the opposite.  Maelstrom Engines harness the instability inherent in all things to produce bolts of destructive energy.  Advancing ever forward on spiked wheels, Maelstrom Engines are covered in stone and iron, as hard to kill as they are deadly.
 
 
Spear
AV:  12 RV: 28 Range: 12 DV: 4
Health: 220 Morale: 10 Speed Max: 2.5 Entrench: 90
Cost: 12 Upkeep: 1.5 Role: Archer  
Requirements: Lumber Yard

Harpoon Bombard: Range: 28; Recharge Time: 4.5; Damage 28

Abilities:
Opening Volley: Duration: 2; RV +30

Description:

Named like many Gauri warriors after their weapon of choice, Spears have traded traditional melee combat for massive crossbows that fire spears of iron and stone.  These impaling bolts inflict enormous damage on even the most powerful of enemies.  Though less armored than many of their fellow warriors, Spears nevertheless march rather slowly under the weight of their heavy equipment.
 

 
Tracker
AV:  16 DV: 3
Health: 180 Morale: 9 Speed Max: 4.5
Cost: 6 Upkeep: 1 Role: Cavalry  
Requirements: Gauri Village

Abilities:

Swift: Resist Siege Damage +40%
Support - Archer Foe: +5 AV vs. Archer
Support - Recon: +6 to Detection Range

Description:

These savage hounds trained by the Gauri as Trackers have, through centuries spent underground with their masters, acquired preternatural senses.  Swift and sure-footed, Trackers are used by the Gauri as scouts to ensure that their mountain strongholds remain clear of dangerous interlopers.
 
 
Warden
AV:  38 DV: 4
Health: 420 Morale: 5 Speed Max: 3.5
Cost: 22 Upkeep: 1 1 Role: Infantry

Support Only

Requirements: Archive

Abilities:

Armored: Resist Melee +20%; Resist Range +20%
Support - Aura of Immunity: Resist Magic +20%; DV +2


Description:

Tied to Khaldun’s natural rhythms, Wardens are stoic warriors, armed with massive axes.  Because of their connection to Khaldun, Wardens are immune to the effects of “unnatural” magic spells.  Not only can sorcery not harm Wardens, but they are further able to dispel magical effects targeted at their companions.
 
 
Wrecker
AV:  32 DV: 3
Health: 380 Morale: 6 Speed Max: 3.0
Cost: 20 Upkeep: 2 2 Role: Infantry

Support Only

Requirements: Excavation, Garrison

Abilities:

Support - Recon: +6 to Detection Range
Support - Tactician: AV +2; Entrenchment Rate +25%

Spells:
Levels Recruit, Regular, Veteran:
Immobilize: Target: Enemy; Area: 15; Recharge Time: 20; Duration: 16; Enchantment Type: Magical; Paralyze

Level Elite:
Petrify: Target: Enemy; Area: 15; Recharge Time: 20; Duration: 24; Enchantment Type: Magical; Paralyze

Description:

Unlike those warriors who pride themselves on single combat, Wreckers are master tacticians who focus on logistics, siegecraft, and defenses. Capable of directing the demolition of enemy fortifications and skilled at helping soldiers attain defensive positions in the field, Wreckers are often called upon to supplement companies bound for long campaigns in enemy territory.
 

 

Values Based On 1.2.3.0


 

 






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Dan "Chimaeros" Genovese
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