Outriders (Grenade Launcher)
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.Outriders are grim men who are both the commanders and drill instructors of the Pistolkorps. Outriders are rarely noblemen, but rather they are veterans elevated from the ranks of the state regiments, sergeants and officers who have shown an affinity for horsemanship and a talent for training new recruits. Outriders typically wear ornate armour, for noblemen pay well for their sons to learn the art of war. They also tend to sport eccentrically waxed moustaches to differentiate themselves from their younger charges. Outriders also form into separate regiments, sometimes to show their charges exactly how it's done, but also to display their own martial discipline to any noblemen in the army that might be looking for an experienced instructor to tutor their own sons. As the Pistolkorps is funded in part by the Imperial Engineers School, Outriders are equipped with deadly repeater handguns, weapons capable of unleashing devastating storms of lead at long range. The leader of the Outriders, inevitably the keenest shot in the regiment, will often be armed with an even more outlandish weapon as befits his status, gifted to him by a patron engineer.
Unit Name Outriders (Grenade Launcher) |
Main Unit Key wh_main_emp_cav_outriders_1 |
Land Unit Key wh_main_emp_cav_outriders_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Cavalry |
Naval Unit Group Missile Cavalry |
Soldiers 40 |
Caste Missile Cavalry |
Category Cavalry |
Class Missile Cavalry |
Custom Battle Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
6 |
├ Missile Weapon wh_main_emp_grenade_launcher |
├ Projectile wh_emp_grenade |
├ Missile Damage 4 |
├ Missile Ap Damage 2 |
└ Base Reload Time 10 |
Accuracy 10 |
Range 90 |
Reload 10 |
Shots Per Minute 6.7 |
Ammunition 18 |
Melee Attack 16 |
24 |
├ Melee Weapon wh_main_emp_sword_cav |
├ Melee Damage Base 22 |
├ Melee Damage Ap 2 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 8 |
12 |
├ Base Defence 12 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh_main_emp_light |
├ Armour Defence 30 |
└ Shield Armour 0 |
74 |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 58 |
├ Mount wh_main_emp_mnt_warhorse |
├ Mount Entity wh_main_cavalry_standard_blood |
├ Mount Speed 80 |
└ Mount Health 8 |
Leadership (Base Morale) 50 |
Abilities
No Ability
Attributes
- {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close. - Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- 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. - Can't Attack Air
Some ranged weapons, like grenade launchers, bombs or blasting charges, can't target airborne units. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Requires Buildings | |
---|---|
Lv. 0 |
Livery
(wh_main_emp_stables_2) Level 1
Menagerie
(wh_main_emp_stables_3) Level 2
Menagerie
(wh_main_emp_stables_3) Level 2 |
Garrison Buildings | |
---|---|
x 2 |
Kislev (City)
(wh_main_special_settlement_kislev_4_ksl) Level 4
Kislev (City State)
(wh_main_special_settlement_kislev_5_ksl) Level 5 |
Faction Availability | |
---|---|
Warhammer |