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Royal Military Academy
Home / Lands to Conquer Gold / The Moors / Hand Gunners
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Hand Gunners
Hand Gunners
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Class and category missile infantry
Soldier ME_Hand_Gunners, 48, 0, 0.3
Mount
Engine and Ship
Attributes sea_faring, hide_forest, hardy, can_withdraw, gunpowder_unit, cannot_skirmish, gunmen
Formation 1.2, 1.2, 2.4, 2.4, 3, square
Hit points 1, 0
Primary weapon 13, 3, hand_gun_bullet, 95, 15, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1, ap
Secondary weapon 9, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 3, 4, 0, metal
Secondary armour 0, 0, flesh
Heat and ground effect 1, 1, 1, 0, -2
Mental 9, normal, trained
Cost 1, 700, 150, 60, 140, 700, 4, 210
Unit Description
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Hand Gunners Handguns are the earliest, most primitive type of hand-held firearm, and consist of a short metal barrel fixed to a long wooden handle. They are inaccurate, take a while to reload, and are somewhat unsafe for the person firing them. Nevertheless they fire with quite a lot of power and the smoke and noise can demoralise troops. Well trained and well armoured this unit is a powerful short range unit.

Armour upgrade
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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Militia Barracks 1 0.5 4 0 and event_counter gunpowder_discovered 1
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
2 Army Barracks 1 0.5 6 0 and event_counter gunpowder_discovered 1
Army Barracks are the first training facilities capable of training full-time professional soldiers.
3 Royal Barracks 1 0.5 6 0 and event_counter gunpowder_discovered 1
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
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