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HomeHome / Total War: WARHAMMER II / The Barrow Legion / Units / Sylvanian Handgunners
Sylvanian Handgunners The Barrow LegionThe Barrow Legion Missile Infantry

Sylvanian Handgunners

Fortunately, the smallfolk can be fielded in such numbers that the handgun's lack of accuracy and tendency to explode does little to blunt their attack.

State troops are paid as full-time professional soldiers, ready to answer the call-to-arms at all times. In addition to forming a standing army to repel enemy attack, state troops also serve as city guards, the fire watch and the enforcers of the law. However, most of the time these soldiers spend their days drilling and training with various weapons to the barked instructions of grim-faced Sergeants and veteran Marksmen. Every state trains its regiments to fight together to provide each other with mutual protection on the battlefield. Imperial armies often march to battle with detachments of missile troops to aid them, who form up close to melee units to guard vulnerable flanks, provide support by showering oncoming enemies with missile fire, or wade into the fray alongside their specialist counterparts. Swordsmen fight shoulder to shoulder with Spearmen, the close-range parries and ripostes of swords complementing the longer reach of the spear. Handgunners and Crossbowmen fell their foes with withering volleys of fire. Should a foe survive such salvos, a unit of Halberdiers will cut them down with their heavy-bladed polearms.

Sylvanian Handgunners

Unit Name

Sylvanian Handgunners

Main Unit Key

wh2_dlc11_vmp_inf_handgunners

Land Unit Key

wh2_dlc11_vmp_inf_handgunners

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

90

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

600

Recruitment Cost

600

Upkeep Cost

150

Missile Damage

22

├ Missile Weapon

wh_main_emp_rifle

├ Projectile

wh_emp_rifle_bullet

├ Missile Damage

5

├ Missile Ap Damage

17

└ Base Reload Time

13

Accuracy

10

Range

145

Reload

10

Shots Per Minute

5.1

Ammunition

22

Melee Attack

16

Weapon Strength (Weapon Damage)

24

├ Melee Weapon

wh_main_emp_sword_short

├ Melee Damage Base

21

├ Melee Damage Ap

3

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

4

Melee Defence

17

├ Base Defence

17

├ Shield

none

└ Shield Defence

0

Armour

20

├ Armour

wh2_main_leather_20

├ Armour Defence

20

└ Shield Armour

0

Health

75

├ Man Entity

wh_main_infantry_standard_light_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

67

Leadership (Base Morale)

50

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • 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.