Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Warplock Jezzails
Wh2 dlc12 skv warplock jezzails.png
CategorySkaven missile infantry
Unit size24
Icon treasury.png Cost (MP): 900 (900)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 225
Icon stat health.png Health: 123
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 42
Icon stat attack.png Melee Attack: 16
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 2
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 6
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 30
Icon stat ammo.png Reload Time: 10.2
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 300
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 55%
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Warplock Jezzails is a Skaven missile infantry unit in Total War: Warhammer II. These ludicrously long-barrelled guns require two Skaven to operate effectively, though safety be damned!

Description[edit | edit source]

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.

Attributes[edit | edit source]

  • 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.
  • 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.

Strategy[edit | edit source]

Click here to add a strategy!

An extremely battle changing unit with their long range, precision and armor piercing damage for a missile unit, Jezzails can provide some of the highest damage output of all units in the game.

That said, their effectiveness is dependent on the kind of target you choose for them. Light infantry and other chaff are a waste to shoot at when you could be sniping enemy heavy cavalry, elite infantry and monsters. Even Lords and Heroes are not safe from them due to their extreme precision; perfect for taking out dangerous spellcasters. Due to their small unit size, they are vulnerable to counter fire once the enemy gets into range, although their pavise shields provide at least some protection. Be sure to use your artillery to take out enemy missile units before they can seriously harm your Jezzails´ ability to decimate valuable targets.

whilst they are able to decimate high-value targets, they lack the fire-rate and ammunition to reliably kill chaff units like clan-rats, night-goblins and swordsmen. only ever bring 2-3, as the other slots are better used for chaff-annihilators like ratling guns and plague-claw catapults.