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

Infantry · Colonial Age

Ordinance Rifleman

Ordinance Rifleman (proto ID deOrdenanca) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 100 hit points, ranged 16 every 3 s at range 16 (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry); melee 7 every 1.5 s (×2 vs Heavy Infantry, ×1.75 vs Light Cavalry, ×1.75 vs Ranged Shock Infantry), 20% ranged resist. It costs 40 food, 40 wood and takes 30 s to train at the Galleon. 5 civilizations have it.

Quick answers (3)
How much does Ordinance Rifleman cost in AoE3?
40 food, 40 wood; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Ordinance Rifleman?
Danes, Maltese, Poles, French and Portuguese.
What is the proto ID of Ordinance Rifleman?
deOrdenanca — the name scenario triggers, AI scripts and mods use.
Hit points
100
Cost
Food40Wood40
Train time
30 s
Speed
4

Skirmisher good against infantry

Population
1
Line of sight
16
Ranged resist
20%
Available from
IIColonial
XP when killed
8
Game ID
deOrdenanca

In the game's words

How to use it

The Landwehr is an unique German ranged infantry unit that can replace the Crossbowman if the Scharnhorst Reform card has been sent. Like the Crossbowman, this unit costs only wood and food making it affordable even in greater numbers. The Landwehr inflicts less bonus damage than the Crossbowman, but deals higher base damage instead. This allows the unit to be used a bit like a Musketeer, a unit that is not available to the Germans. Despite this similarity, Landwehrs have low hit points and are particularly vulnerable to cavalry.

History

Skirmishers were lightly armed and armored riflemen who used their speed to move quickly about the battlefield and perform a number of military roles. They defended flanks, helped artillerymen with cannon, dragged wounded soldiers off of the battlefield, and performed hit-and-run attacks on advancing enemy armies. Napoleonic-era skirmishers were effective against rigid ranks of musketeers because the fire of musketeers was less effective on the loose, informal skirmisher lines. Many skirmishers in the nineteenth century were armed with rifles; the range and accuracy of these weapons made skirmishers dangerous enemies. Early rifles could only be fired once every minute or two, though later breechloading and repeating models could fire much more rapidly. One model fired so fast, a commander ordered his men to focus their fire on a single enemy skirmisher so that they could recover his rifle to examine it.

From the game's History encyclopedia (Infantry).

Ordinance Rifleman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged16 ranged3 s16×0.6 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.6 vs Light Infantry×2 vs Ranged Shock Infantry
Melee7 melee1.5 s—×0.75 vs Cavalry×2 vs Heavy Infantry×1.75 vs Light Cavalry×0.75 vs Light Infantry×1.75 vs Ranged Shock Infantry
Siege8 siege3 s——

Trained at

Civilizations

DanesMaltesePolesFrenchPortuguese

Home City cards that ship it

Cards and technologies that change it

Imperial Crossbowmenhit points +50%, damage +50%
Imperial Order Besteiroshit points +50%, damage +50%
Ordenançatrain time −30%, becomes available
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%
Tar KilnsUnit: hit points +5%
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%
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
Ignatian SpiritualityUnit Class: hit points +5%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Cree TanningInfantry: hit points +5%
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%
HualcanaInfantry: resist +0.05
Infantry CombatInfantry: damage +15%, hit points +15%
Infantry HitpointsInfantry: hit points +15%
Liberation MarchInfantry: train time −35%, speed +5%
Liberation MarchInfantry: train time −35%, speed +5%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Navajo WeavingInfantry: hit points +5%

…and 36 more that change every Infantry.

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