全面战争:战锤3

全面战争:战锤3

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Reiksguard Handgunners
   
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units
标签: mod
文件大小
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1.076 MB
2022 年 9 月 2 日 下午 1:45
2024 年 11 月 24 日 下午 1:21
11 项改动说明 ( 查看 )

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Reiksguard Handgunners

在 Nox 的 2 个合集中
Nox's Total War: Warhammer III Mods
6 件物品
The Grand Order of the Reiksguard - Total War Warhammer III
6 件物品
描述
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 条留言
Lonadar 9 月 17 日 下午 10:57 
@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 2024 年 9 月 12 日 上午 9:35 
gun smoke effect broken... plz
lwhのsama 2024 年 8 月 14 日 上午 7:06 
great units:steamthumbsup::steamthumbsup:,Can ai recruit them?
LionHeart 2024 年 6 月 22 日 下午 6:52 
they dont work for wissenland & nuln , they are empire too
madd_larkin 2024 年 5 月 4 日 上午 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 2024 年 1 月 12 日 上午 7:10 
Great mod. Very useful.
Ciaphas Cain 2023 年 12 月 22 日 下午 3:54 
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  [作者] 2023 年 9 月 22 日 下午 1:25 
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 2023 年 9 月 22 日 上午 11:51 
mmmmhhhhhh.... probably it was some mod interfere. Sorry for wasting your time
Nox  [作者] 2023 年 9 月 22 日 上午 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?