Outriders
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.Outriders are grim men who are both the commanders and drill instructors of the Pistolkorps. Outriders are rarely noblemen, but rather they are veterans elevated from the ranks of the state regiments, sergeants and officers who have shown an affinity for horsemanship and a talent for training new recruits. Outriders typically wear ornate armour, for noblemen pay well for their sons to learn the art of war. They also tend to sport eccentrically waxed moustaches to differentiate themselves from their younger charges. Outriders also form into separate regiments, sometimes to show their charges exactly how it's done, but also to display their own martial discipline to any noblemen in the army that might be looking for an experienced instructor to tutor their own sons. As the Pistolkorps is funded in part by the Imperial Engineers School, Outriders are equipped with deadly repeater handguns, weapons capable of unleashing devastating storms of lead at long range. The leader of the Outriders, inevitably the keenest shot in the regiment, will often be armed with an even more outlandish weapon as befits his status, gifted to him by a patron engineer.
Unit Name Outriders |
Main Unit Key wh_main_emp_cav_outriders_0 |
Land Unit Key wh_main_emp_cav_outriders_0 |
Land Unit Group Parents Missile Cavalry & Chariots |
Land Unit Group Missile Cavalry |
Caste Missile Cavalry |
Category Cavalry |
Class Missile Cavalry |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
Number of Units 60 |
4860 |
├ Mount 60 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_hr1_warhorse_sword_and_repeater_rifle |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 73 |
100 |
└ Man Mass 100.0000 |
30 |
├ Armour wh2_main_chainmail_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
33 |
└ Man Speed 33 |
Melee Attack 18 |
14 |
24 |
├ Melee Weapon wh_main_emp_sword_cav |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 3 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 12 |
Ammunition 20 |
Range 130 |
30 |
├ Missile Weapon wh_main_emp_rifle_repeater |
├ Projectile wh_emp_rifle_repeater_bullet |
├ Base Missile Damage 3 |
├ Armour-Piercing Missile Damage 15 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 6 |
Accuracy 10 |
Reload Skill 0 |
Abilities
No Ability
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- 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. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |