Total War: WARHAMMER

Total War: WARHAMMER

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Imperial FIREPOWER
   
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Tags: mod, Units
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1.787 KB
16 Jul, 2017 @ 12:30am
19 Jul, 2017 @ 11:58am
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Imperial FIREPOWER

Description
Ever wondered why guns replaced the bow and arrow? After playing this game I find myself asking that exact question.

Introducing Imperial FIREPOWER; a mod designed to make handheld gunpowder weapons extremely deadly, but (hopefully) not OP.

No longer shall charging melee infantry into an open field to attack gunpowder infantry be a valid and effective tactic, as It will only take a couple of volleys to wipe out a standard infantry squad.

This mod changes most gunpowder infantry to do more damage and have longer range; with the biggest improvement being to Imperial Handgunners and the renowned version.

Big shoutout to Kate Micucci and their "Better Guns" mod, which I used to help make this mod. Check it out if you want something a little less intense.

Items modified:
1. Handgunners: Range -> 195 Bullet velocity -> 150 Damage base -> 35 Damage AP-> 40
2. Silver Bullet Handgunners: Range -> 205 Bullet velocity -> 150 Damage base -> 40 Damage AP-> 45
3. Dwarf Thunderers: Range -> 195 Bullet velocity -> 150 Damage base -> 40 Damage AP-> 40 Reload -> 10 Small bonus to cavalry added.
4. Militia (Base + Renowned): Improved damage.
5. Outriders (Repeaters): Improved damage/range.
6. Pistoliers: Improved damage.

The last 3 units have the same changes as in "Better Guns".

For some reason it says that a couple of units dont have armor-piercing on the stat card; they still do AP damage, just hover over the damage to see.

Should be compatible with anything that does not modify the damage of musket/pistol units. This is my first mod, so constructive critisism is welcome!
80 Comments
wm.j.olson 8 Dec, 2020 @ 1:18pm 
Non-rifled muskets had a possible hit range of 100 yards, but an effective hit range of 50 yards, and even then, given windage, there was less than a 30 percent chance of a hit. At greater ranges it was, as George Washington observed, possible to be shot at all day and not know it. Even with rifled muskets, the effective range increased to about 100 yards. Beyond that it took special training to have a chance of hitting a target. At 100+ yards, a man-sized target would appear to the shooter about the size of your thumb held out at the end of your arm. So, yes the mod is very much OP. But, then mods address one's taste not accuracy as such.
SpicyWaffles 23 Jul, 2019 @ 5:56pm 
Why is the Range so bonkers? They are still handguns, after all.
ColtPiecemaker  [author] 20 Jul, 2019 @ 4:00pm 
@Uffty There are other mods that increase musket damage by a more moderate percentage. I made this to be a more "middle of the road" damage mod that makes it so a full musket army will defeat most other armies, but you aren't going to win against multiple armies or have a small force win against a larger hoard. Trust me, I played around with other mods that made it so a single volley will wipe an entire unit, this is for folks who want reliable and deadly musket units, but still want to think about their engagements. If the AI actually did anything other than charge your frontline, the units would seem far less OP.
The Quiet Cab 20 Jul, 2019 @ 1:30am 
The idea is good, but it is way too OP! Damage should only be like 25% higher than arrows not 125%. This is too OP!
marcbeattie1 2 Jul, 2019 @ 12:47pm 
yes having said that the real reason is because it was way easier to train a regular knuklehead to use a gun than years of training on a bow.
TrippleB 30 Apr, 2019 @ 4:41pm 
...Having said that - Better guns is fun so thanks for making this :)
TrippleB 30 Apr, 2019 @ 4:32pm 
Gun replaced bows and arrows, not because they were better weapons at first, but because the ammunition was a lot easier to mass produce and carry for firearms. Arrows could take a long time to make and their transport to the battlefield was a delicate affair. With the original bullets, if you had the gunpowder, all you needed was some metal slugs.
Zephif cp_dustbowl team 16 Jun, 2018 @ 1:41am 
YESSS!
ColtPiecemaker  [author] 15 Jun, 2018 @ 3:49pm 
Shouldn't.
Zephif cp_dustbowl team 15 Jun, 2018 @ 2:44pm 
Do I have to buy a dlc?