Units

Gunslinger

Gunslinger is a Saloon or Native Embassy Heavy infantry mercenary available to the United States, Mexicans and Lakota. Its Quickdraw ability adds a charged ranged attack to the unit’s regular weapon profile.

APPLIES TO Definitive Edition (2020)
Gunslinger in Age of Empires III
Gunslinger
IN-GAME VALUES

Recorded values

Cost
90 Coin
Training
40 sec · 4 population · 18 XP per train
Durability & mobility
150 hit points · 20% hand resistance · 4.5 speed · 16 line of sight
Ranged attack
15 base damage · range 12 · attack interval 1.5
Siege attack
24 base damage · range 6 · attack interval 3.0
Hand attack
12 base damage · range 1.5 · attack interval 1.5 · bonus damage: 3.0x vs. Cavalry; 2.2x vs. Shock troops
Quickdraw attack (charged)
15 (3) base damage · range 12 · attack interval 3.0 · recharge 30

Role, availability & values

Gunslingers occupy four population and cost Coin. The recorded Quickdraw attack fires a short burst at range; the unit also has ranged, hand and siege attacks. Its role is distinct from an ordinary one-population infantry line because each hire takes substantial population space.

Matchup & timing

Bring Gunslingers when their charged attack supports a planned engagement and the army has room for a high-population mercenary. Protect them from units that can close quickly, and compare the cost with training more standard infantry.

Quickdraw and mercenary economics

The Gunslinger is a Commerce Age heavy infantry mercenary available to the United States and Mexicans through the Saloon and to the Lakota through a Native Embassy where offered. It costs 90 Coin, takes 40 seconds to train, uses four population and has 150 hit points, 20% hand resistance, speed 4.5 and line of sight 16. Quickdraw is its distinctive charged ranged attack, giving the unit a burst option beyond its regular weapon profile. Because four population is a large commitment for one hire, compare it with several ordinary units before spending Coin. A Gunslinger can add a strong specialist to a mixed army, but it should not replace the screen or support that protects it from cavalry and melee units. Use Quickdraw when a priority target enters range, then let the regular force continue the engagement as the ability recharges. Its access through a Saloon or Native Embassy depends on the current civilization and map, and the available mercenary roster can vary. Scout the enemy composition and recruit only when the charged attack addresses a real need. A large mercenary investment is most useful when the economy can still fund Villagers and standard production. Check the Gunslinger’s exact attack profile and upgrades in the selected game version, and treat it as an expensive combat specialist rather than a cheap front-line unit.

A charged attack with high population cost

Gunslingers are hired from a Saloon or Native Embassy where the current roster allows. Their Quickdraw ability gives a burst attack, so time it against a valuable unit rather than spending the charge on a low-priority target. Four population per Gunslinger means the army can lose room for several ordinary infantry units; build the rest of the force around the specialist instead of massing them without support. Their Coin cost competes with age-up and mercenary spending, and their 40-second training time requires advance planning. Keep them behind a screen because their 4.5 speed makes it difficult to disengage once faster melee units reach them.

Mercenary support

Use Gunslingers as a charged-attack specialist within a larger force. They are not cheap replacement infantry: four population and 90 Coin can fund several other units, so recruit them when Quickdraw’s burst can decide a fight. Protect them from fast melee counters and coordinate their attack with the main army.

When Quickdraw is worth the cost

Quickdraw is the reason to hire a Gunslinger, so use it against an important target when the charge is ready. After firing, protect the unit and let ordinary troops hold the line while the ability recharges. Four population makes careless trades especially expensive.

Ranged specialist role

With 150 hit points and speed 4.5, a Gunslinger should remain behind a durable frontline. Use its ranged attacks to support the army and Quickdraw for a burst, then disengage while the ability recovers. Its four population cost makes positioning more important than simply adding numbers.

Access differences

The United States and Mexicans can access Gunslingers through Saloon options, while Lakota access is tied to a Native Embassy. The roster and cost may vary, so check the active settlement before saving Coin.

Preserving a specialist unit

A Gunslinger has 150 hit points and 20% hand resistance, but it does not have the population efficiency of regular infantry. Keep the unit screened and retreat if fast melee units reach it. A successful Quickdraw burst can justify the hire; losing four population to a poor engagement cannot.

Quickdraw mercenary and charged attack

The Gunslinger is a Heavy infantry mercenary associated with the United States, Mexicans and Lakota through Saloon or Native Embassy access. Its Quickdraw ability provides a charged ranged burst alongside its other attack modes, giving the unit an opportunity to deliver damage at a chosen moment. At 150 hit points, 4.5 speed and 20% hand resistance, it must still be protected while closing or repositioning. The four-population cost is the key constraint: a few Gunslingers consume the space that could support several ordinary infantry. Use the charge on a valuable target and keep the unit with a formation that can prevent Cavalry from reaching it.

Coin investment and army composition

A Gunslinger costs 90 Coin and takes 40 seconds to train. The mercenary building and civilization roster determine whether it is available, so confirm the local Saloon or Embassy list before planning production. Its role is strongest when Quickdraw can shape a fight and the army has population room for a high-cost specialist. Avoid buying it simply to fill a frontline gap; lower-cost troops may provide more bodies and better sustained production. Pair Gunslingers with units that cover their mobility and range limits, and retreat them after the charged attack if the enemy can focus the heavy infantry.