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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / Gunderman's Surefires (Handgunners)
Gunderman's Surefires (Handgunners) Cult of SigmarCult of Sigmar Missile Infantry

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.

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, they 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, veterans. Each Imperial state trains its regiments to fight together on the battlefield, so Imperial armies often march to battle with detachments of missile troops to aid them. These units form up close to melee specialists to guard vulnerable flanks and shower oncoming enemies with missile fire or join their counterparts in close combat.

Gunderman's Surefires (Handgunners)

Unit Name

Gunderman's Surefires (Handgunners)

Main Unit Key

wh2_dlc13_emp_inf_handgunners_ror_0

Land Unit Key

wh2_dlc13_emp_inf_handgunners_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

800

Recruitment Cost

800

Upkeep Cost

200

Number of Units

90

Hit Points

6210

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_sword_rifle

├ Man Entity

wh_dlc04_infantry_free_company_blood_dismembers

├ Man Hit Points

8

├ Num Men

90

└ Bonus Hit Points

61

Mass

90

└ Man Mass

90.0000

Armour

25

├ Armour

wh2_main_leather_25

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

36

└ Man Speed

36

Melee Attack

28

Melee Defence

25

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

22

Range

160

Missile Strength

17

├ Missile Weapon

wh2_dlc13_emp_rifle_surefires

├ Projectile

wh2_dlc13_emp_rifle_bullet_surefires

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

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • 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.
Faction Availability
Immortal Empires
The Realm of Chaos