Stirland's Revenge (Free Company Militia)
Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust.Whilst state troops form the mainstay of the Empire’s military forces, its armies are often bulked out by ad hoc regiments of militia who are recruited, willingly or not, to fight as and when required. No one can foretell how many will turn up at the muster, or what their fighting quality will be. After all, these irregular troops receive no formal training or discipline. Many militias are formed of townsfolk and villagers levied from the local countryside – brave men standing ready to defend their homes and families against the monsters and beasts that constantly threaten them. Other militias are bands of mercenaries, bandits or other curs used to living by the strength of their sword arm, hired or pressed into service.
Unit Name Stirland's Revenge (Free Company Militia) |
Main Unit Key wh_dlc04_emp_inf_stirlands_revenge_0 |
Land Unit Key wh_dlc04_emp_inf_stirlands_revenge_0 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Close-Quarters Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
Number of Units 120 |
7320 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_sword_and_pistol |
├ Man Entity wh_dlc04_infantry_free_company_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 120 |
└ Bonus Hit Points 53 |
90 |
└ Man Mass 90.0000 |
25 |
├ Armour wh2_main_leather_25 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
36 |
└ Man Speed 36 |
Melee Attack 36 |
32 |
28 |
├ Melee Weapon wh_dlc04_emp_free_company_sword |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 7 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 14 |
Ammunition 18 |
Range 90 |
22 |
├ Missile Weapon wh_dlc04_emp_stirlands_pistol |
├ Projectile wh_dlc04_emp_stirlands_pistol_bullet |
├ Base Missile Damage 2 |
├ Armour-Piercing Missile Damage 14 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 7.38 |
Accuracy 33 |
Reload Skill 18 |
Abilities
No Ability
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Immune to Psychology
The unit is immune to psychological attacks (fear and terror). -
Fire Whilst Moving
This unit can fire while on the move. -
Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Hybrid Unit
This unit is primarily a melee unit, but has missile capability too - Decent Melee Combatant
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee. - 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. - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |