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Cult of Sigmar Cult of Sigmar Units

Missile Infantry

Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
90 Archers
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_archers_0
Archers
The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.
350 350 88 90 6210 90 20 50 33 14 17 24 4 20 120 19
2
120 Free Company Militia
Missile Infantry / Close-Quarters Infantry / wh_dlc04_emp_inf_free_company_militia_0
Free Company Militia
These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must.
450 450 113 120 7320 90 25 55 36 28 25 28 14 18 90 16
3
90 Crossbowmen
Missile Infantry / Missile Infantry / wh_main_emp_inf_crossbowmen
Crossbowmen
The thudding crossbow bolts pack a punch that can bring down most foes.
475 475 119 90 6210 90 20 50 33 14 17 24 4 22 160 18
4
90 Handgunners
Missile Infantry / Missile Infantry / wh_main_emp_inf_handgunners
Handgunners
Volleys of withering fire reduce any would-be army to a riddled, desperate band.
600 600 150 90 6210 90 20 50 33 16 17 24 4 22 145 17
5
90 Huntsmen
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_huntsmen_0
Huntsmen
The ultimate irregular warriors, Huntsmen appear suddenly, throwing the enemy into disarray before melting away again just as swiftly.
650 650 163 90 6210 90 25 55 36 16 17 24 4 22 160 18
6
90 Deathjacks (Archers)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_archers_ror_0
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!
550 550 138 90 6210 90 20 60 33 19 23 24 4 20 120 23
7
90 Stir River Patrol (Crossbowmen)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_crossbowmen_ror_0
Stir River Patrol (Crossbowmen)
Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways.
675 675 169 90 6210 90 20 50 33 14 17 24 4 22 160 20
8
90 Gunderman's Surefires (Handgunners)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_handgunners_ror_0
Gunderman's Surefires (Handgunners)
A veteran patroller and fearless warrior who knows the Drakwald – and the tactics of irregular warfare – inside out, Durz Gunderman leads from the very front.
800 800 200 90 6210 90 25 55 36 28 25 28 14 22 160 17
9
90 The White Wolves (Huntsmen)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_huntsmen_ror_0
The White Wolves (Huntsmen)
The white wolf is a fitting symbol for Ulric, God of Battle and patron deity of these versatile infantrymen of Middenheim.
900 900 225 90 6210 90 25 65 36 36 32 28 14 22 160 22
10
90 The Silver Bullets (Handgunners)
Missile Infantry / Missile Infantry / wh_dlc04_emp_inf_silver_bullets_0
The Silver Bullets (Handgunners)
With a thunderous roll, a volley of devastating, armour-piercing fire is loosed.
850 850 213 90 6210 90 20 60 33 22 23 24 4 22 150 21
11
120 Stirland's Revenge (Free Company Militia)
Missile Infantry / Close-Quarters Infantry / wh_dlc04_emp_inf_stirlands_revenge_0
Stirland's Revenge (Free Company Militia)
Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust.
800 800 200 120 7320 90 25 65 36 36 32 28 14 18 90 22