Helstorm Rocket Battery
An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal.The Helstorm Rocket Battery was inspired by a particularly impressive fireworks display. Early prototypes blew apart an entire floor of the Imperial Engineers School, but the soot-blackened Engineers persevered and succeeded in creating a deadly, if unpredictable, weapon. The shrieking rockets fired by this bizarre machine are wildly inaccurate weapons that have little chance of hitting anything other than (eventually) the ground. However, when these rockets do land on target, the results are devastating; entire regiments are blown apart by a series of earth-shaking explosions. After Elector Count Boris Todbringer was almost killed by an errant barrage, they were dubbed 'Helstorm' rockets after the colourful language used to reprimand the unfortunate crewmen.
Unit Name Helstorm Rocket Battery |
Main Unit Key wh_main_emp_art_helstorm_rocket_battery |
Land Unit Key wh_main_emp_art_helstorm_rocket_battery |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Rocket Battery |
Naval Unit Group Rocket Battery |
Soldiers 44 |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Cost 1050 |
Recruitment Cost 1050 |
Upkeep Cost 263 |
100 |
├ Engine wh_main_emp_art_helstorm_rocket_battery |
├ Missile Weapon wh_main_emp_rocket_battery |
├ Projectile wh_emp_rocket |
├ Missile Damage 30 |
├ Missile Ap Damage 70 |
└ Base Reload Time 17 |
Accuracy 10 |
Range 480 |
Reload 10 |
Shots Per Minute 3.9 |
Ammunition 66 |
Melee Attack 10 |
24 |
├ Melee Weapon wh_main_emp_sword_short |
├ Melee Damage Base 21 |
├ Melee Damage Ap 3 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 5 |
6 |
├ Base Defence 6 |
├ Shield none |
└ Shield Defence 0 |
20 |
├ Armour wh2_main_leather_20 |
├ Armour Defence 20 |
└ Shield Armour 0 |
56 |
├ Man Entity wh2_dlc16_infantry_standard_crew_blood_dismembers |
├ Man Speed 30 |
├ Man Health 8 |
└ Bonus Hit Points 48 |
Leadership (Base Morale) 50 |
Abilities
No Ability
Attributes
- Cannot Run
This unit cannot run and will only move at walking pace.
Strengths & Weaknesses
- 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. - Poor Accuracy
This unit's attacks are prone to go stray. - 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 affects a large area.
Garrison Buildings | |
---|---|
x 2 |
Imposing Fort
(wh2_main_special_empire_fort_emp_4) Level 4
Impregnable Fort
(wh2_main_special_empire_fort_emp_5) Level 5 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |