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HomeHome / Total War: WARHAMMER III / The Huntsmarshal's Expedition / Units / Deathjacks (Archers)
Deathjacks (Archers) The Huntsmarshal's ExpeditionThe Huntsmarshal's Expedition Missile Infantry

Deathjacks (Archers)

One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead!

The Deathjacks, renowed archers who can track a foe at speed through any forest, were initially hired to scout ahead of the Stirland army during the civil war of the Three Emperors. Since then, they have continued to fight in Imperial service, ambushing opposing scouts and finding hidden paths from which to catch the foe unaware. Used to fending for themselves, they are dubbed “mutton-stickers” or “thievingjacks” by their own comrades, as supplies mysteriously go missing whenever the Deathjacks are around. All is forgiven, however, when they return from a scouting mission, waving their banner to signify enemies ahead or blaring the all-clear on their hunting horns.

Deathjacks (Archers)

Unit Name

Deathjacks (Archers)

Main Unit Key

wh2_dlc13_emp_inf_archers_ror_0

Land Unit Key

wh2_dlc13_emp_inf_archers_ror_0

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

550

Recruitment Cost

550

Upkeep Cost

138

Number of Units

90

Hit Points

6210

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_dlc13_sword_bow

├ Man Entity

wh_main_infantry_standard_light_blood_dismembers

├ Man Hit Points

8

├ Num Men

90

└ Bonus Hit Points

61

Mass

90

└ Man Mass

90.0000

Armour

20

├ Armour

wh2_main_leather_20

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

33

└ Man Speed

33

Melee Attack

19

Melee Defence

23

Weapon Strength

24

├ Melee Weapon

wh_main_emp_sword_short

Base Weapon Damage

21

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

4

Ammunition

20

Range

120

Missile Strength

23

├ Missile Weapon

wh2_dlc13_emp_bow_archers_deathjacks

├ Projectile

wh2_dlc13_emp_bow_arrow_deathjacks

Base Missile Damage

17

Armour-Piercing Missile Damage

2

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8.2

Accuracy

10

Reload Skill

18

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.
  • Snipe
    This unit remains hidden while firing.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • 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.
  • Sniping
    Masters of stealth, concealment, and the precision shot, this unit stays hidden while firing.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires
The Realm of Chaos