
Amethyst Outriders
Melee cavalry· Missile Cavalry· Tier 3· 48 models (crew of 60) at Ultra size
Comes with Thrones of Decay – Empire(Warhammer III)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Amethyst Outriders are Empire melee cavalry: 5,664 HP across 48 models, armour 110, melee attack 26, melee defence 30, weapon strength 24, range 100 m, missile damage 2,928 per 10 s for the whole unit. It costs 1,000 in the campaign and in multiplayer. They come with Thrones of Decay – Empire. Unit key wh3_dlc25_emp_cav_outriders_morr. Patch 9.0.4, from the game's data tables.
Health
118 per model
5,664
Armour
110
Leadership
75
Speed
84
Melee attack
26
Melee defence
30
Weapon strength
21 base + 3 armour-piercing
24
Charge bonus
32
Ranged
Range
100 m
Ammunition
25
Missile damage
10 base + 2 AP, explosion 34 + 15 AP
61
Reload time
10 s
Damage per 10 s
61
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Fire Whilst Moving
This unit can fire while on the move.
Counters
Good against
- Units with physical resistance — magical missilese.g. Hexwraiths, Cairn Wraiths, Syreens
- Lightly armoured units without shields — 2,928 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · The Empire: Wolf-kin, Flagellants
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · The Empire: Demigryph Knights (Halberds), Halberdiers
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Little Grom, Dread Saurian · The Empire: Luminark of Hysh, The Emperor's Wrath (Steam Tank)
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Casket of Souls (169.80× faster), War Wagons (Mortars) (23.82× faster), War Wagons (19.67× faster)
Loses to, at a similar price: Chaos Knights (16.93× slower), Questing Knights (12.90× slower), Knights of the White Wolf (12.55× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,000 multiplayer gold.
Who can field it
- The Empire · Reikland · extended roster
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.