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HomeHome / Total War: WARHAMMER III / The Huntsmarshal's Expedition / Units / Handgunners
Handgunners The Huntsmarshal's ExpeditionThe Huntsmarshal's Expedition Missile Infantry

Handgunners

Volleys of withering fire reduce any would-be army to a riddled, desperate band.

State troops are paid as full-time professional soldiers, ready to answer the call to arms at all times. In addition to forming a standing army to repel enemy attack, state troops also serve as city guards, the fire watch and the enforcers of the law. However, most of the time these soldiers spend their days drilling and training with various weapons to the barked instructions of grim-faced Sergeants and veteran Marksmen. Every state trains its regiments to fight together, providing each other with mutual protection on the battlefield. State regiments often march to battle with detachments of differently armed troops to aid them. These detachments form up close to their regimental units, where they guard vulnerable flanks and provide battlefield support, either by joining their regimental units in the bloody melee of close combat, or by showering oncoming enemies with missile fire. Swordsmen fight shoulder to shoulder with Spearmen, the close range parries and ripostes of swords complimenting the longer reach of the spear. Handgunners and Crossbowmen fell their foes with withering volleys of fire, but should a foe survive through such salvos, a detachment of Halberdiers will bravely intercept them, cutting them down with heavy bladed pole arms.

Handgunners

Unit Name

Handgunners

Main Unit Key

wh_main_emp_inf_handgunners

Land Unit Key

wh_main_emp_inf_handgunners

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

150

Number of Units

90

Hit Points

6210

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_sword_rifle

├ 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

50

Speed

33

└ Man Speed

33

Melee Attack

16

Melee Defence

17

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

22

Range

145

Missile Strength

17

├ Missile Weapon

wh_main_emp_rifle

├ Projectile

wh_emp_rifle_bullet

Base Missile Damage

5

Armour-Piercing Missile Damage

17

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

13

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • 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.