Total War: WARHAMMER III

Total War: WARHAMMER III

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Reiksguard Handgunners
   
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1.076 MB
2 sep, 2022 @ 13:45
24 nov, 2024 @ 13:21
11 ändringsnotiser ( visa )

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Reiksguard Handgunners

I 2 samlingar av Nox
Nox's Total War: Warhammer III Mods
6 artiklar
The Grand Order of the Reiksguard - Total War Warhammer III
6 artiklar
Beskrivning
Welcome Everyone!

This mod is a port of my Reiksguard Handgunners unit from Total War Warhammer 1 & 2. I hope you enjoy using it but feel free to tell me what you think and leave constructive feedback so i know what's good and where things could or should be improved :)

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1. General Description:

This mod will add a new ranged unit to the Empire:

Reiksguard Handgunners

"Equipped with the finest rifles and trained as elite soldiers of the empire, Reiksguard Handgunners inflict heavy casualties from afar."[[/i]

Pros:
  • State of the art reiksguard rifles allowing a high shot frequency
  • Armour piercing projectiles
  • Heavy Armour and Reiksguard training, so they can survive melee combat for a limited time
  • Excelent morale, due to their superior training, strong discipline and acompanying officer
Cons:
  • High costs, as they use expensive equipment and receive extensive training
  • They require a direct line of sight to shoot
  • While beeing able to hold their ground for a while, they won't survive melee combat for long

Factions:
  • Reikland
  • The Golden Order
  • Cult of Sigmar
  • The Huntmarshal's Expedition

Recruitment:
They can be recruited at Castle Reikguard in Altdorf or any Reiksfort after building an armoury (rank 2).


2. Base Stats:

Their base stats are as follows:
  • Stats:
    • Ultra Unit Size: 90
    • Cap: No Cap
    • HP: 6480
    • Armour: 120
    • Leadership: 80
    • Speed: 30
    • Melee Attack: 33
    • Melee Defense: 39
    • Weapon Strength: 29 (22 normal + 7 AP)
    • Charge Bonus: 5
    • Ammunition: 30
    • Range: 160
    • Missile Damage over 10 seconds: ( 9 normal + 18 AP / Reload Time 11.7 sec )
  • Costs:
    • Cost: 1350
    • Upkeep: 345
  • Attributes:
    • Hide in forests


3. Technology and Skills:

The unit does receive bonuses from unlocked technologies and skills roughly comparable to the vanilla handgunners unit.



4. Available Submods:

The following submods are available for this unit:


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My other Mods:

I hope you enjoy using this mod. If you do, then there is more to discover!

You can find all of my mods for Total War Warhammer 3 in this collection:
-> Nox's Total War - Warhammer III Mods

15 kommentarer
Lonadar 17 sep @ 22:57 
@LionHeart, it specifically says it works for only four specific factions: Reikland, The Golden Order, Cult of Sigmar, and The Huntmarshal's Expedition. Please read descriptions before complaining.
noob player 12 sep, 2024 @ 9:35 
gun smoke effect broken... plz
lwhのsama 14 aug, 2024 @ 7:06 
great units:steamthumbsup::steamthumbsup:,Can ai recruit them?
LionHeart 22 jun, 2024 @ 18:52 
they dont work for wissenland & nuln , they are empire too
madd_larkin 4 maj, 2024 @ 7:46 
i'm not entirely sure why but post 5.0 update it won't let me build the units of handgunners, does it still think they need a foundry or am I missing something really simple? :-)
Kane Beckett 12 jan, 2024 @ 7:10 
Great mod. Very useful.
Ciaphas Cain 22 dec, 2023 @ 15:54 
This is the only 1 out of the whole bunch of Reiksguard units that I dont like....I know its Warhammer, so hey anything is acceptable, but the idea of being THIS heavily armed using a rifle doesnt make much sense to me. Maybe if the armour was reduced a little....I dont know.

Anyway, not having a moan or anything, just a little feedback incase you decide to redo them or whatever :)
Nox  [skapare] 22 sep, 2023 @ 13:25 
No worries, no time was wasted :) I haven't updated the mod in a long time so it might as well have been the mod. I'm using the default handgunners' animation so unless CA or something else changes them it should keep working.
Moon Guy 22 sep, 2023 @ 11:51 
mmmmhhhhhh.... probably it was some mod interfere. Sorry for wasting your time
Nox  [skapare] 22 sep, 2023 @ 11:47 
Hey Racing Soldier, I did just run a quick test with only my unit mods active and didn't notice any issues with their firing animations. Did you have any special circumstances when this issue happened or could any other mods interfere?