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HomeHome / Total War: WARHAMMER III / Reikland / Units / The Bordermen (Outriders - Grenade Launcher)
The Bordermen (Outriders - Grenade Launcher) ReiklandReikland Missile Cavalry & Chariots

The Bordermen (Outriders - Grenade Launcher)

The challenging topography of the borderlands breeds a special kind of horseman.

Outriders are both the commanders and drill instructors of the Pistolkorps. They are rarely noblemen, but usually veterans elevated from the ranks of state regiments who have shown an affinity for horsemanship and a talent for training new recruits. Outriders typically wear ornate armour, for nobles pay well for their sons to learn the art of war. They tend to form separate regiments to show their charges exactly how it's done, but also to display their martial skills to any noble looking for an experienced instructor to tutor their sons. As the Pistolkorps is funded in part by the Imperial Engineers School, Outriders are equipped with deadly repeater handguns, capable of unleashing devastating storms of lead at range. The Outriders' leader, inevitably the keenest among them, will often be armed with an even more outlandish weapon befitting his status.

The Bordermen (Outriders - Grenade Launcher)

Unit Name

The Bordermen (Outriders - Grenade Launcher)

Main Unit Key

wh2_dlc13_emp_cav_outriders_ror_0

Land Unit Key

wh2_dlc13_emp_cav_outriders_ror_0

Land Unit Group Parents

Missile Cavalry & Chariots

Land Unit Group

Missile Cavalry

Caste

Missile Cavalry

Category

Cavalry

Class

Missile Cavalry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

48

Hit Points

3984

├ Mount

48

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_hr1_warhorse_sword_and_grenade_launcher

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Hit Points

8

├ Num Men

48

└ Bonus Hit Points

75

Mass

100

└ Man Mass

100.0000

Armour

30

├ Armour

wh2_main_chainmail_30

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

33

└ Man Speed

33

Melee Attack

18

Melee Defence

14

Weapon Strength

24

├ Melee Weapon

wh_main_emp_sword_cav

Base Weapon Damage

21

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

12

Ammunition

18

Range

100

Missile Strength

52

├ Missile Weapon

wh2_dlc13_emp_grenade_launcher_bordermen

├ Projectile

wh2_dlc13_emp_grenade_bordermen

Base Missile Damage

4

Armour-Piercing Missile Damage

8

Base Explosive Damage

12.0000

Armour-Piercing Explosive Damage

28.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

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.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • 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.
  • Can't Attack Air
    Some ranged weapons, like grenade launchers, bombs or blasting charges, can't target airborne units.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Availability
Immortal Empires
The Realm of Chaos