Stirland's Revenge (Free Company Militia)
Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust.Whilst state troops form the mainstay of the Empire’s military forces, its armies are often bulked out by ad hoc regiments of militia who are recruited, willingly or not, to fight as and when required. No one can foretell how many will turn up at the muster, or what their fighting quality will be. After all, these irregular troops receive no formal training or discipline. Many militias are formed of townsfolk and villagers levied from the local countryside – brave men standing ready to defend their homes and families against the monsters and beasts that constantly threaten them. Other militias are bands of mercenaries, bandits or other curs used to living by the strength of their sword arm, hired or pressed into service.
Unit Name Stirland's Revenge (Free Company Militia) |
Main Unit Key wh_dlc04_emp_inf_stirlands_revenge_0 |
Land Unit Key wh_dlc04_emp_inf_stirlands_revenge_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Close-Quarters Infantry |
Naval Unit Group Close-Quarters Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 825 |
Recruitment Cost 825 |
Upkeep Cost 132 |
16 |
├ Missile Weapon wh_dlc04_emp_stirlands_pistol |
├ Projectile wh_dlc04_emp_stirlands_pistol_bullet |
├ Missile Damage 2 |
├ Missile Ap Damage 14 |
└ Base Reload Time 9 |
Accuracy 33 |
Range 90 |
Reload 30 |
Shots Per Minute 9.5 |
Ammunition 18 |
Melee Attack 38 |
28 |
├ Melee Weapon wh_dlc04_emp_free_company_sword |
├ Melee Damage Base 22 |
├ Melee Damage Ap 6 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 16 |
35 |
├ Base Defence 35 |
├ Shield none |
└ Shield Defence 0 |
25 |
├ Armour wh_dlc04_emp_free_company_armour |
├ Armour Defence 25 |
└ Shield Armour 0 |
52 |
├ Man Entity wh_dlc04_infantry_free_company_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 44 |
Leadership (Base Morale) 65 |
Abilities
No Ability
Attributes
- {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror). - Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Decent Melee Combatant
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee. - Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Armour-Piercing Missiles
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Stalk
This unit can move hidden in any terrain.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Warhammer |