Covenanter
Covenanter is a ranged cavalry unit available through Scottish Covenanters. It can dismount, giving the unit an additional tactical option beyond its mounted ranged attack, and is trained in the Commerce Age under the recorded profile.

Recorded values
- Available
- Commerce Age · Scottish Covenanters
- Training
- 26 sec
- Durability & mobility
- 170 hit points · 20% hand resistance · 7.0 speed · 14 line of sight
- Ranged attack
- 12 base damage · range 3-12 · attack interval 3.0 · bonus damage: 3.0x vs. Heavy cavalry; 2.25x vs. Hand shock trooper; 2.0x vs. Artillery; 0.5x vs. Villager
- Siege attack
- 14 base damage · range 6 · attack interval 3.0
- Hand attack
- 12 base damage · attack interval 1.5 · bonus damage: 2.5x vs. Heavy cavalry; 2.0x vs. Hand shock trooper; 2.0x vs. Artillery
- Trample attack
- 8 base damage · attack interval 2.0 · area of effect 2 · bonus damage: Same as hand attack
Role, availability & values
It costs 55 Food and 35 Coin, takes 26 seconds to train and has 170 hit points and speed 7. Its ranged attack deals 12 damage at range 3–12 every three seconds. The hand attack deals 12 damage every 1.5 seconds; its siege attack deals 14 at range six, and its trample attack deals eight with a two-unit area radius. The profile lists the Dismount ability.
Training & availability
The Baltic Powers; War of the Three Kingdoms scenario; Scottish Covenanters; Commerce Age profile; limit 15; Dismount converts to Musketeer.
Matchup & timing
Use its speed to reach exposed targets and reposition, then choose whether to remain mounted or use Dismount according to the ability panel and scenario. Its low health makes prolonged fighting risky, especially against anti-cavalry troops. Keep a retreat route open and use the unit’s relatively quick training time to replace losses only when the economy can support it.
Mobility at a modest resource cost
The Covenanter is comparatively inexpensive and trains in 26 seconds, but 170 hit points make it fragile for a cavalry unit. Its ranged attack can begin pressure at up to 12 range, while hand and trample attacks serve closer engagements. Dismount adds a separate command whose precise result should be checked in the current rules. Use mobility to pick favorable fights rather than trading the unit into a stronger cavalry counter.