Base statistics · Build time: 40s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
Base equipment
PRIMARY
SnowbournSpear · RohanSnowbournRider
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.30Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.100 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.5,000 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
CAVALRY
240
0
Without Upgrade_RohanForgedBlades
CAVALRY
480
0
Requires Upgrade_RohanForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
30.0
30
MeleeWeapon
Yes
—
FireFX
FX_SnourbownLanceBreak
—
FireFlankFX
FX_Flanking
—
DelayBetweenShots
5000
5,000
PreAttackDelay
100
100
PreAttackType
PER_SHOT
—
FiringDuration
1200
1,200
FinishAttackOnceStarted
Yes
—
Source definitiondata/ini/weapon.ini:10197
SnowbournSpear
weaponset hero mode
PRIMARY
SnowbournSword · RohanSnowbournRider
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.1,000 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
CAVALRY
60
0
Without Upgrade_RohanForgedBlades
CAVALRY
120
0
Requires Upgrade_RohanForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
DelayBetweenShots
ROHAN_ROHIRRIM_DELAYBETWEENSHOTS
1,000
PreAttackDelay
ROHAN_ROHIRRIM_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
ROHAN_ROHIRRIM_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:10159
SnowbournSword
weaponset toggle 1
PRIMARY
SnowbournAxe · RohanSnowbournRider
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.1,000 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
CAVALRY
85
0
Without Upgrade_RohanForgedBlades
CAVALRY
170
0
Requires Upgrade_RohanForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
DelayBetweenShots
ROHAN_ROHIRRIM_DELAYBETWEENSHOTS
1,000
PreAttackDelay
ROHAN_ROHIRRIM_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
ROHAN_ROHIRRIM_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:10249
SnowbournAxe
DEFENSE
Armor profiles
These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.
Base equipment
SnownbournArmor · RohanSnowbournRider
Damage type
Received
DEFAULT
80%
SLASH
80%
PIERCE
45%
SPECIALIST
160%
CRUSH
30%
SIEGE
90%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
60%
STRUCTURAL
60%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2312
SnownbournArmor
player upgrade
SnownbournAxeArmor · RohanSnowbournRider
Damage type
Received
DEFAULT
95%
SLASH
110%
PIERCE
110%
SPECIALIST
80%
CRUSH
30%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
160%
STRUCTURAL
110%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2329
SnownbournAxeArmor
player upgrade 2
SnownbournShieldArmor · RohanSnowbournRider
Damage type
Received
DEFAULT
80%
SLASH
80%
PIERCE
39%
SPECIALIST
137%
CRUSH
30%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
60%
STRUCTURAL
60%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2414
SnownbournShieldArmor
player upgrade 2 player upgrade
SnownbournShieldAxeArmor · RohanSnowbournRider
Damage type
Received
DEFAULT
95%
SLASH
110%
PIERCE
95%
SPECIALIST
70%
CRUSH
30%
SIEGE
90%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
110%
STRUCTURAL
110%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2346
SnownbournShieldAxeArmor
TOOLS OF THE BATTLEFIELD
Abilities & passive effects
Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.
upgrade / mode
Great Axes (R)
When purchased, permanently equips Riders of Snowbourn with Great Axes
Riders of Snowbourn lose ability to trample but become more proficient in melee combat
Allows switching formation for improved defensive capabilities
Left click to upgrade this unit
Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.