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Missile Infantry | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
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Recruitment Cost
Recruitment Cost
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Upkeep Cost
Upkeep Cost
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Number of Units
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Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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1 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_skavenslave_slingers_0 Skavenslave Slingers From a position of relative safety, slings enable them to watch their peers march to their doom. |
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200 | 225 | 56 | 140 | 6720 | 90 | 0 | 33 | 42 | 6 | 7 | 18 | 4 | 22 | 120 | 9 | |||||||
2 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_night_runners_0 Night Runners These secretive warriors work best when deployed away from the main host, striking at flanks and unsecured or vulnerable places. |
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450 | 500 | 125 | 120 | 6720 | 90 | 10 | 48 | 54 | 24 | 14 | 26 | 12 | 10 | 70 | 17 | |||||||
3 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_night_runners_1 Night Runners (Slings) Appearing as if from the earth itself, peppering opponents with relentless, deadly sling-fire. |
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450 | 500 | 125 | 120 | 6720 | 90 | 10 | 48 | 54 | 24 | 14 | 26 | 10 | 22 | 140 | 14 | |||||||
4 |
Missile Infantry /
Weapon Team / wh2_main_skv_inf_warpfire_thrower Warpfire Throwers Warpstone fire belches forth, reducing targets to nothing more than bubbling, crusted blobs. |
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550 | 550 | 138 | 32 | 3936 | 150 | 70 | 50 | 38 | 16 | 16 | 18 | 2 | 72 | 80 | 27 | |||||||
5 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_poison_wind_globadiers Poisoned Wind Globadiers When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death. |
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650 | 650 | 138 | 48 | 3648 | 150 | 100 | 58 | 38 | 18 | 16 | 26 | 6 | 18 | 85 | 40 | |||||||
6 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_gutter_runner_slingers_0 Gutter Runner Slingers Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe. |
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750 | 750 | 188 | 120 | 6960 | 90 | 20 | 54 | 54 | 26 | 20 | 28 | 10 | 24 | 140 | 18 | |||||||
7 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_gutter_runners_0 Gutter Runners Lightly armoured and nimble beyond the ken of most, Clan Eshin's death squads move fast and kill quickly. |
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750 | 750 | 188 | 120 | 6960 | 90 | 20 | 54 | 54 | 26 | 20 | 28 | 14 | 12 | 70 | 20 | |||||||
8 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_gutter_runner_slingers_1 Gutter Runner Slingers (Poison) Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe. |
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825 | 825 | 206 | 120 | 6960 | 90 | 20 | 54 | 54 | 26 | 20 | 28 | 10 | 24 | 140 | 18 | |||||||
9 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_gutter_runners_1 Gutter Runners (Poison) Armed with poison, so even a glancing blow may mean agonising death to the target. |
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825 | 825 | 206 | 120 | 6960 | 90 | 20 | 54 | 54 | 26 | 20 | 28 | 14 | 12 | 70 | 20 | |||||||
10 |
Missile Infantry /
Weapon Team / wh2_dlc12_skv_inf_ratling_gun_0 Ratling Guns The very latest technology Clan Skryre have to offer requires a special breed of suicidal nutters to operate it effectively. |
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850 | 850 | 213 | 32 | 3936 | 150 | 70 | 50 | 38 | 16 | 16 | 26 | 2 | 15 | 145 | 288 | |||||||
11 |
Missile Infantry /
Missile Infantry / wh2_main_skv_inf_death_globe_bombardiers Death Globe Bombardiers Developed by Clan Skryre, these poisoned-wind globes contain an even more virulent strain of deadly gas. |
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900 | 900 | 225 | 48 | 3648 | 150 | 100 | 58 | 38 | 18 | 16 | 26 | 6 | 18 | 85 | 64 | |||||||
12 |
Missile Infantry /
Weapon Team / wh2_dlc14_skv_inf_poison_wind_mortar_0 Poisoned Wind Mortars The aim is calibrated, the muzzle is loaded and “FOOMPH!”, the deadly orb of Warpstone Gas is away! |
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1100 | 1100 | 275 | 12 | 3936 | 150 | 70 | 50 | 38 | 14 | 16 | 18 | 2 | 14 | 250 | 59 | |||||||
13 |
Missile Infantry /
Weapon Team / wh2_dlc12_skv_inf_warplock_jezzails_0 Warplock Jezzails These ludicrously long-barrelled guns require two Skaven to operate effectively, though safety be damned! |
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1000 | 1200 | 300 | 32 | 3936 | 150 | 70 | 50 | 42 | 16 | 16 | 26 | 2 | 22 | 275 | 30 | |||||||
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