White Horse Fellows
Playtest capture · 2026-07-24Numbers straight from the first Scenario Server playtest, read at max level with no veterancy invested. Leadership is the unit's cost to field: a commander brings up to 70 Leadership into battle, and this unit takes 16 of it. Everything the capture does not show (unit type, what each trait and order does) arrives with later playtests rather than guesses.

Attributes
Basic Attributes
- Health
- 5562
- Strength
- 9
- Leadership
- 16
- Speed
- 10
- Range
- 50
- Ammo
- 1200
- Labour
- 2.67
Attack Attributes
- Piercing Armour Penetration
- 2053
- Slashing Armour Penetration
- 1911
- Blunt Armour Penetration
- 0
- Piercing Damage
- 3734
- Slashing Damage
- 725
- Blunt Damage
- 0
Defence Attributes
- Piercing Defence
- 330
- Slashing Defence
- 343
- Blunt Defence
- 235
- Block
- -
- Block Recovery
- -
Traits and orders
Unit Traits
- Light Attack
Excels at using high mobility to Skirmish and Harass the enemy.
- Swift
Fast Movement Speed.
- White Horse Mark
Attacks reduce the enemy's Piercing Defence by 50 for 5 seconds, stacking up to 5 times. At 5 stacks, it inflicts minor injuries and chaos, causing them to lose Health over 2 seconds. Units taking Health damage from this will suffer a minor Stagger.
Traits show exactly as they did in game: lit means active, red is a drawback.
Unit Orders
HurtleWhite Horse Fellows gain 50% increased Movement Speed for 5 seconds.
Focus FireOrder the archers to shoot several volleys at an assigned area.
Combo ShotsWhite Horse Fellows rapidly fire a barrage of arrows for 8 seconds.
Orders are numbered as they sit in game, left to right. Names and what each one does drop in as they get captured.
