Warplock Jezzails - Unit | Total War: WARHAMMER II Database Warplock Jezzails - Unit | Total War: WARHAMMER II Database

Warplock Jezzails

ID: wh2_dlc12_skv_inf_warplock_jezzails_0

Unit

Warplock Jezzails
Weapon Team
32 900 225
Armour-Piercing Missiles
Damage Dealer
Good Range
3,936
Armour 70
Leadership 50
Speed 42
Melee Attack 16
Melee Defence 16
Weapon Strength 26
Charge Bonus 2
Ammunition 22
Range 275
Missile Strength 46

About

Unit Description

These ludicrously long-barrelled guns require two Skaven to operate effectively, though safety be damned!

Historical Description

Warplock Jezzails are specialised teams of marksmen bearing weaponry of the same name - long-barrelled muskets requiring a two-rat Skaven team to fire and reload. This is because their barrels are extraordinarily long, giving them the capability of hitting targets at far greater distances than conventional bows or blackpowder firearms. When fired, a single bullet made of refined toxic Warpstone is unleashed, striking with a force capable of penetrating even the thickest armour. The bullets leave a faint green vapour trail in the air, which generally exposes the team to enemy fire. For this reason, a protective pavise shield, designed to screen themselves from retaliatory arrows, bolts and bullets, is also carried.

Abilities

Scurry Away!

He who runs away lives to fight another day! - so the foul, craven adage goes.

Strength in Numbers

Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.

Attributes

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

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.

Damage Dealer

This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.

Good Range

This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Giant
Hit Points 8
Walk Speed 1.40
Run Speed 4.20
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.60
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 16
Melee Defence 16
Charge Bonus 2
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 3
Morale 50
Bonus Hit Points 115
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Weapon Team
Unit Group Parent Missile Infantry
Recruitment Turns 2
Recruitment Cost 900
Upkeep Cost 225
Unit Size 32
Melee CP 90
Missile CP 810

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 6
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 275
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 6
Armor-Piercing Damage 30
Base Reload Time 12
Armour
Armour Value 70
Shield
Missile Block Chance 55