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HomeHome / Total War: WARHAMMER III / Cult of Morgrim / Units / Missile Infantry
Cult of Morgrim Cult of Morgrim Units

Missile Infantry

Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
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.
1
28 Irondrakes
Missile Infantry / Flamethrower Infantry / wh_main_dwf_inf_irondrakes_0
Irondrakes
The Irondrakes wield drakeguns, firing bursts of alchemical fury over anyone in their path.
700 700 175 28 3584 180 125 85 26 20 27 20 6 100 80 37
2
80 Thunderers
Missile Infantry / Missile Infantry / wh_main_dwf_inf_thunderers_0
Thunderers
Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.
700 700 175 80 5680 150 80 64 28 20 28 28 4 22 145 17