Great Plains Chief
Great Plains Chief is a campaign-only Native warrior in Act II: Ice, “Respect,” where John Black’s mercenaries must protect the chiefs from the Circle of Ossus. It is a mission character, not a unit available in ordinary random-map play.

Recorded values
- Durability & mobility
- 900 hit points · 20% hand resistance · 5.0 speed · 14 line of sight
- Hand attack
- 15 damage · 1.5 attack interval · bonuses: 5.0x vs. Cavalry
- Siege attack
- 24 damage · 6 range · 3.0 attack interval
Role, availability & values
It has 900 hit points, 20% hand resistance, speed 5.0 and line of sight 14. Its hand attack deals 15 damage every 1.5 seconds with a 5× bonus against Cavalry; its siege attack deals 24 damage at range 6 every 3 seconds. It has no ranged attack, so enemies able to stay at a distance can exploit its limited reach.
Matchup & timing
In “Respect,” keep the chiefs alive and screen approaches with John’s force. Their bonus helps against mounted attackers, but ranged enemies need to be handled by the rest of the army. Protect their approach rather than sending them after targets they cannot reach.
Campaign objective and combat role
The mission context explains why these chiefs appear and why protecting them matters. Their health and specialized attack support the objective, but do not make them a general-purpose ranged unit. Intercept threats before they reach the chiefs.
Protect the chiefs in Respect
The Great Plains Chiefs appear in the Act II: Ice scenario Respect, where John Black's mercenaries must protect them from the Circle of Ossus. Their 900 hit points and 20% hand resistance make them durable mission figures, but the objective is to keep them alive rather than use them as an ordinary production unit. Keep John's force between the chiefs and approaching enemies, and deal with ranged attackers before they can fire safely at the protected group.
A short-range anti-cavalry profile
Each chief has speed 5.0, line of sight 14, and a hand attack of 15 damage every 1.5 seconds with a 5× multiplier against Cavalry. The siege attack deals 24 damage at range 6 every three seconds. They have no ranged attack, so their anti-cavalry bonus only matters when mounted enemies come close. Do not send the chiefs after ranged troops that can kite them; use the rest of the scenario army to clear the path and prevent a chase from pulling them away from the objective.