Master of Magic Wiki
Tactical Javelineers.png
Race Lizardmen
Req. Town Buildings Fighters' Guild
Construction Cost  80
Upkeep Cost  2
Unit Properties
# of figures  6
Moves Icon Movement Ground.png1 / Icon Movement Water.png1
Melee Attack per figure  4 *
Ranged Attack per figure  3 *
Defense per figure  4
Resistance  5
Hit Points per figure  2
Unit Abilities
Ability Quiver.png Ranged Attack x6
Icon WIP.png Work in Progress
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Javelineers are a type of Normal Unit unique to the Lizardmen Race. For a Construction Cost of  80, they can be created in any Lizardmen Town housing a Fighters' Guild. Javelineers are dual-purpose medium-heavy infantry skilled in engaging opponents at both close and long range, although their weapons are most effective when employed from just outside of melee reach. Javelineers have overall decent combat attributes, but their Resistance score does leave something to be desired. Fortunately, they can get somewhat better with Experience.

Javelineers require an Upkeep Cost of  2 and 1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.

Unit Properties[]

Physical Description[]

Javelineers are a group of bipedal reptilian humanoids, covered in thick green scales. They wear tattered blue belts around their waists, and can attribute their name to the weapons they wield. Javelins are essentially throwing spears that can impact with considerable force even when hurled over great distances, but may also be used for stabbing in hand-to-hand combat. Like all Lizardmen, Javelineers are physically resilient, can swim as easily as they can walk, and their scales provide them better protection from enemy weapons than a suit of chainmail armor.

Javelineers are a  Multi-Figure unit, containing up to  6 soldiers.

Attack Properties[]

Javelineers are primarily a ranged unit – not because their Ranged Attacks are more powerful, but as a result of how the game picks the default attack performed by a unit. As long as they have ammunition left – of which they have six –, the Javelineers will use their Ranged Attack even against adjacent enemies, unless the target is invisible or immune to missiles. Only then – and once they are out of javelins to throw –, are they able to voluntarily use their slightly stronger Melee Attacks.

Javelineers possess base Attack Strengths of  3 and  4. However, since they are almost always created as Regulars – and in fact never appear in the game as Recruits –, their initial scores can be considered to be  4 and  5 instead. These result in average "raw"  damage outputs of  4 ×  30% =  1.2 and  5 ×  30% =  1.5 respectively. These are fairly decent numbers against lower tier enemies, but neither is quite enough to consistently injure well-protected foes. Both Attack Types get better with Experience though. At the Elite level, the maximum normally attainable, the averages become  2.0 and  2.4 – quite formidable for a unit with  6 figures.

Alas, the Ranged Attacks of the Javelineers suffer from distance penalties if their target is more than two tiles away. To be more precise, their chance  To Hit decreases by  10% for every 3 tiles between the Javelineers and the opponent, although it may be worth noting that it can never go below  10% regardless of circumstance, so they always have at least some chance of scoring a hit or two. Whether that's enough to actually cause  damage to the target is a different matter.

Defensive Properties[]

Javelineers possess a Defense score of  4 – roughly equivalent to medium armor. They can deflect about  1.2 points from Conventional Damage attacks, on average. This is usually sufficient to protect them from low-tier Normal Units or other weak attacks, but it will struggle to avert more serious damage. Fortunately, Lizardmen are sturdier than other Races, and Javelineers are no exception. They have  2 Hit Points, which means that the unit will not lose a  figure for each point of  damage it takes.

On the other hand, the Resistance score of Javelineers is comparably low. Even with their elevated starting level, they only have an initial  6. This is barely enough for a fair chance at shrugging off even the weakest Unit Curses and other combat maledictions – the stronger ones will usually have no trouble afflicting this unit. However,  Resistance does improve with Experience – and so do  Defense and  Hit Points.

Other Properties[]

Javelineers move at a slow Icon Movement Ground.png1. Like all Lizardmen units though, they can also Icon Movement Water.pngswim, which means that they can both traverse, and engage in combat on Ocean and Shore tiles, as well as land.

Basic Strategy[]

Javelineers represent versatility. They are capable both of Melee combat and of Ranged Attacks. They are capable of moving through land and oceans alike. They possess good resilience, and can last a while in combat against most enemy Normal Units. And more importantly - they are relatively cheap to produce. This makes them the backbone of the Lizardmen army.

Javelineers are elite troops, used for breaking the enemy's lines. While other (also sturdy) Lizardmen units hold the enemy in place, the Javelineers move in to pelt it with javelins, and if necessary move in to kill the enemy by themselves.

Naturally, several Javelineers can be used simultaneously to weaken a serious enemy opponent, such as a Fantastic Creature or a competent Hero. Again, a sacrificial lamb is often used to keep the enemy unit in place while the Javelineers make Ranged Attacks against it, and then if necessary the Javelineers move in for the kill.

Note that the Javelineers's Swimming ability allows them to travel anywhere on the map, possibly conquering Towns on other continents early in the game, harassing empires that do not defend their shoreline properly, and generally making surprise attacks wherever they please.

Highly-Experienced Javelineers pose a threat to many different kinds of units, when used properly.

Ability Overview[]

Ability Quiver.png Ranged Attack x6[]

  • This unit may use a  Ranged Missile Attack instead of a Melee Attack up to 6 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.

Experience Table[]

The following table illustrates how Javelineers improve with Experience. Any properties that are not listed here are not affected by Experience in any way.

Level Icon Level Name EP Melee Ranged To Hit Defense Resist Hits
Experience 0.png Recruit (Not available for this unit)
Experience 1.png Regular 20 - 59  5  4  30%  4  6  2
Experience 2.png Veteran 60 - 119  5  4  30%  5  7  2
Experience 3.png Elite 120  6  5  40%  5  8  3
Experience 4.png Ultra-Elite 120 *  6  5  50%  6  9  3
Experience 5.png Champion 120 **  7  6  60%  6  10  4

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both Warlord and Crusade must be in play simultaneously.

Average Damage Output[]

The table below details the average amount of "raw"  damage that each  Figure in a Javelineers unit will deliver with each type of attack, based on Experience Level. It can be used in comparison to the target's Defense rating to approximate the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0.png Recruit
Experience 1.png Regular
Experience 2.png Veteran
Experience 3.png Elite
Experience 4.png Ultra-Elite
Experience 5.png Champion

* This column assumes a  Ranged Missile Attack at a distance of 1-2 tiles from the target. Beyond this distance,  To Hit penalties apply that can severely reduce  Damage output.<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">


Javelineers may be recruited in any Lizardmen Town that has a Fighters' Guild already built. The Construction Cost of this unit is  80. Javelineers may also appear as Mercenaries, provided that the player has a presence on Arcanus. In this case, they cost between  160 to  240 to hire per unit, based on their Experience – or half that much for Charismatic Wizards.