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HomeHome / Total War: WARHAMMER II / Reikland (Mortal Empires) / Units / Deathjacks (Archers)
Deathjacks (Archers) Reikland (Mortal Empires)Reikland (Mortal Empires) Missile Infantry

Deathjacks (Archers)

One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead!

The Deathjacks, renowed archers who can track a foe at speed through any forest, were initially hired to scout ahead of the Stirland army during the civil war of the Three Emperors. Since then, they have continued to fight in Imperial service, ambushing opposing scouts and finding hidden paths from which to catch the foe unaware. Used to fending for themselves, they are dubbed “mutton-stickers” or “thievingjacks” by their own comrades, as supplies mysteriously go missing whenever the Deathjacks are around. All is forgiven, however, when they return from a scouting mission, waving their banner to signify enemies ahead or blaring the all-clear on their hunting horns.

Deathjacks (Archers)

Unit Name

Deathjacks (Archers)

Main Unit Key

wh2_dlc13_emp_inf_archers_ror_0

Land Unit Key

wh2_dlc13_emp_inf_archers_ror_0

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

550

Recruitment Cost

550

Upkeep Cost

137

Missile Damage

19

├ Missile Weapon

wh2_dlc13_emp_bow_archers_deathjacks

├ Projectile

wh2_dlc13_emp_bow_arrow_deathjacks

├ Missile Damage

17

├ Missile Ap Damage

2

└ Base Reload Time

10

Accuracy

10

Range

120

Reload

30

Shots Per Minute

8.6

Ammunition

20

Melee Attack

19

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

23

├ Base Defence

23

├ Shield

none

└ Shield Defence

0

Armour

20

├ Armour

wh2_main_leather_20

├ Armour Defence

20

└ Shield Armour

0

Health

69

├ Man Entity

wh_main_infantry_standard_light_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

61

Leadership (Base Morale)

60

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Snipe
    This unit remains hidden while firing.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • 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.
  • Stalk
    This unit can move hidden in any terrain.
  • Sniping
    Masters of stealth, concealment, and the precision shot, this unit stays hidden while firing.
Recuitment Requirement
Maximum Number 1
Faction Availability
The Eye of the Vortex
Mortal Empires