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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Maneaters (Ogre Pistol)
Maneaters (Ogre Pistol) Pirates of SartosaPirates of Sartosa Missile Monsters & Beasts

Maneaters (Ogre Pistol)

The lurid trophies of their many distant conflicts ensure that no two of these wandering mercenaries are armed the same way.

Maneaters tend to operate in small groups, some of which have fought together for years. Despite their outlandish appearance, these tight-knit bands excel at breaking heads. It's rare for any two Maneaters to fight or be equipped in exactly the same manner, and opponents find themselves facing a dizzying array of different weapons and combat techniques. The only real factors uniting the individualistic Maneaters are an monumentally inflated sense of self-worth and the capacity to smash aside lesser creatures without breaking a sweat.

Maneaters (Ogre Pistol)

Unit Name

Maneaters (Ogre Pistol)

Main Unit Key

wh3_main_ogr_inf_maneaters_3

Land Unit Key

wh3_main_ogr_inf_maneaters_3

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Monstrous Missile Infantry

Caste

Monstrous Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

16

Hit Points

9280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu13_wh3_ogre_sword_and_pistol

├ Man Entity

wh3_main_ogr_monster_ogre_maneater_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

572

Mass

1700

└ Man Mass

1700.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

54

└ Man Speed

54

Melee Attack

40

Melee Defence

42

Weapon Strength

110

├ Melee Weapon

wh3_main_ogr_maneater_sword

Base Weapon Damage

33

Armour-Piercing Weapon Damage

77

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

Ammunition

20

Range

140

Missile Strength

96

├ Missile Weapon

wh3_ogr_pistol_bullet

├ Projectile

wh3_ogr_pistol_bullet

Base Missile Damage

38

Armour-Piercing Missile Damage

68

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • Wallbreaker
    Allows the unit to attack and destroy walls in melee.

Strengths & Weaknesses

  • Hybrid Unit
    This unit is primarily a melee unit, but has missile capability too
  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • Armour-Piercing
    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.
  • Fire whilst moving
    This unit can fire while on the move.