Bagpipers Unit Guide



Unit Details

  • Season 10: Highlanders
  • Acquisition: Seasonal Challenges
  • Unlocked Via: Seasonal Unit Challenges
  • Type: Melee Infantry - Special
  • Era: Silver Era

The sons and daughters of the Highlands have answered the call to fight for freedom, and three brand-new Seasonal Units are coming to Season X: Highlanders. The first of these new Units brings a brand-new battle mechanic to the fray: the Bagpipers (3-Star).

Historically, the bagpipes were so feared as a “weapon of war” that they were classified as such until as recently as 1996. To Scottish armies of old, bagpipes were more than just an instrument—they were a political symbol, marching their men into harm’s way to a glorious melody in the pursuit of freedom. Pipers were even stationed at the Battle of Waterloo as part of the 79th (Cameron Highlanders) Regiment of Foot, and their music reinforced the resolve of the regiments.

While some may think of bagpipes as an instrument of torture due to their loud and sometimes grating blares, they certainly intimidate enemy forces and were carried and played by ancient Scottish clans of old to do just that. In Conqueror’s Blade, the Bagpipers will carry on this rich history of political symbolism, intimidation, and uplifting performance.

Perhaps now thought of as reserved for royal ceremonies, funerals, and Hogmanay, the bagpipes remain a staple of Scottish culture, and their tradition is kept alive to this day.

The first unit of their kind in Conqueror’s Blade and our foray into bard-type mechanics, the Bagpipers provide stirring martial music as they march into battle alongside the Highlander armies, bolstering morale and the fighting spirit of the men.

While they may not be equipped with conventional weapons such as broadswords or spears, the Bagpipers have their own unique way of carrying their troops to victory—buffing their allies’ attacks with inspiring melodies. The music of these defiant men makes such a difference to the Highland units in battle that the Loegrians have forbidden the playing of their tunes wherever they can, deeming the sound of bagpipes to be an incitement to insurrection.

Core Unit Statistics

Basic Attributes
Health 6,790 Strength (Units) 6
Leadership 130 Speed 5.00
Range 0 Ammo 0
Labour 0.84 Max Level 18
Combat Proficiency
Piercing AP 0 Piercing DMG 0 Piercing DEF 403
Slashing AP 0 Slashing DMG 0 Slashing DEF 420
Blunt AP 0 Blunt DMG 0 Blunt DEF 187

Unit Traits:

  • Concentration - When the unit plays the same song for more than 10 seconds, the buff provided by the song will increase by 30%.
  • Encumbered - Bagpipers can move while playing their bagpipes, but their movement speed is halved while doing so.
  • Highlanders - For the duration of Season X this unit's Leadership cost is reduced by 10%.
  • Unity When Bagpipers use Segue, some negative effects of "For Freedom!" on Claymores will be cleared leaving only these effects:
    • Damage dealt reduced by 40%.
    • Damage taken increased by 40%
    • Movement speed reduced by 50%.
  • Noncombatants - This is an unarmed support unit, not intended for combat. Upon using the "Attack" command, if the unit is not playing music, it will spread out to avoid taking enemy attacks head on.

Formations:

  • Line - The band forms a single rank
  • Dispersed - Ideal for a performance: each musician can hear his comrade clearly.

Unit Orders:

  • Hearts of Bravery - Increases all types of attacks of nearby allied units by 12%. After playing the same song for more than 10 seconds, this effect will increase to 16%.
  • Unbending Spirit - Increases all types of defenses of nearby allied units by 10%. After playing the same song for more than 10 seconds, this effect will increase to 13.5%.
  • Segue- Nearby allies are immune to control effects for 1 second, and receive an additional buff that lasts for 6 seconds. The type of buff depends on the song that is being played.

Veterancy Paths:

Core Path:

  • The Soldier's Life (2): Each level increases health by 3%.
  • Move as One (2): Each level increases movement speed by 3%.
  • Unswerving (2): Increases blunt defense by 3%.
  • Reflexes (2): Each level reduces ranged damage taken by 5%.
  • Bloodbath (2): Each level increases slashing defense by 3%.
  • Close Quarters (2): Reduces melee damage taken by 5%.
  • Toughen Up (2): Each level increases piercing defense by 3%.
  • Hone (2): Every level reduces Segue's cooldown by 3 seconds.

Top Path:

  • Turn It Up (1): While Segue is in effect, damage taken by Bagpipers is reduced by 5% while their movement speed is increased by 9%.

Bottom Path:

  • Wind Pipers (1): When Bagpipers take damage, 1% Health is restored every second for 5 seconds.

Unit Kit Crafting

Unit Kit Recipe
 

Bagpiper's Kit
Fief Level Req.: 4
Cost: 50

15 Planed Wood
20 Cheap Fabric

20 Treated Leather

Lore Books:

Bagpipers: Part 1

[The text is quite long, but you are able to glean a few details:]
Bagpipes pre-date written records, possibly making them the oldest wind instruments still in use today. The musical tradition among the Highlanders dates back at least eight centuries, but the origin remains obscure.

Related Information:

By: Foghladha of Gaiscioch | Last Update: March 19th, 2024