AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Infantry · Colonial Age

Corsair Marksman

Corsair Marksman (proto ID deAllegianceBarbaryMarksman) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 110 hit points, ranged 15 every 3 s at range 20 (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry, ×1.25 vs Villager, ×4 vs War Ship, ×3 vs Guardian); melee 8 every 1.5 s (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry, ×1.25 vs Villager, ×4 vs War Ship, ×3 vs Guardian), 40% ranged resist. It costs 35 food, 80 coin and takes 33 s to train at the Saloon, Lombard, Whaling Ship and 3 more. 5 civilizations have it.

Quick answers (3)
How much does Corsair Marksman cost in AoE3?
35 food, 80 coin; 33 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Corsair Marksman?
Hausa, Italians, Maltese, Ottomans and Portuguese.
What is the proto ID of Corsair Marksman?
deAllegianceBarbaryMarksman — the name scenario triggers, AI scripts and mods use.
Hit points
110
Cost
Food35Coin80
Train time
33 s
Speed
4.5

Agile corsair skirmisher with high ranged armor. Good against heavy infantry and light ranged cavalry.

Population
2
Line of sight
22
Ranged resist
40%
Available from
IIColonial
XP when killed
23
Game ID
deAllegianceBarbaryMarksman

In the game's words

How to use it

The Corsair Marksman is a ranged infantry outlaw unit that may be hired at the Tavern, Saloon, or Monastery beginning in the Commerce Age. The Hausa civilization can access this unit through their Moroccan alliance from the Watch Tower. This outlaw is only available on maps from The African Royals expansion. As a skirmisher unit the Corsair Marksman is good against Heavy infantry. Additionally he also inflicts extra damage against treasure guardians and villagers, making him a useful unit for early raids and treasure hunts.

History

The powers of the Maghreb came early into contact with gunpowder weaponry due to the proximity to Europe as well as the ties to the Ottoman Empire. Although the Barbary States were connected to maritime and inner-African trade routes their access to firearms and particularly artillery remained limited. Especially the Mediterranean powers that suffered from raids of the Barbary corsairs prevented the trade of firearms. To overcome this limited supply firearms were increasingly manufactured locally. A prominent example that achieved this is the “moukahla”, also known as Kabyle musket – named after the Kabyle people – that had a formidable range due to its long barrel.

From the game's History encyclopedia (Special).

Corsair Marksman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged15 ranged3 s20×0.6 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.6 vs Light Infantry×2 vs Ranged Shock Infantry×1.25 vs Villager×4 vs War Ship×3 vs Guardian
Melee8 melee1.5 s—×0.75 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry×1.25 vs Villager×4 vs War Ship×3 vs Guardian
Siege12 siege2 s8×4 vs War Ship

Home City cards that ship it

Cards and technologies that change it

Arma Garrisonsbecomes available
Barbary Combathit points +25%, damage +25%
Barbary Statesbecomes available
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Flint LockGunpowder Trooper: hit points +10%
Paper CartridgeGunpowder Trooper: damage +15%
Smokeless PowderGunpowder Trooper: damage +10%
TEAM Gunpowder Infantry HitpointsGunpowder Trooper: hit points +15%
TemenyasGunpowder Trooper: damage +5%
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Ignatian SpiritualityUnit Class: hit points +5%
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Dueling SchoolInfantry: train time −25%
Dutch-only extra +5% infantry hitpointsInfantry: hit points +5%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%

…and 42 more that change every Ranged Infantry.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).