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HomeHome / Total War: WARHAMMER III / The Huntsmarshal's Expedition / Units / Stirland's Revenge (Free Company Militia)
Stirland's Revenge (Free Company Militia) The Huntsmarshal's ExpeditionThe Huntsmarshal's Expedition Missile Infantry

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.

Stirland's Revenge (Free Company Militia)

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

Hit Points

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

Mass

90

└ Man Mass

90.0000

Armour

25

├ Armour

wh2_main_leather_25

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

36

└ Man Speed

36

Melee Attack

36

Melee Defence

32

Weapon Strength

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

Missile Strength

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