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HomeHome / Total War: WARHAMMER II / Karak Azul (Mortal Empires) / Units / Flame Cannons
Flame Cannons Karak Azul (Mortal Empires)Karak Azul (Mortal Empires) Field Artillery

Flame Cannons

Flame Cannons belch burning pitch across the battlefield, raining molten death upon the enemy.

There are few weapons that can put fear into the heart of a foe like the Flame Cannon, one of the deadliest inventions of the Engineers' Guild. A volatile concoction of hot oil and molten tar is mixed within the Flame Cannon before air is pumped into the barrel; soon the pressure inside is tremendous and the barrel is almost ready to burst. At precisely the right moment, the Dwarfs place a burning oily wad into the nozzle and release the pressure. The mixture catches fire as it whooshes from the barrel in a leaping spurt. The burning oil arcs into the air towards the enemy ranks and, with a little bit of luck, lands in the middle of the foe, spraying boiling tar over them. For longer ranged shots, the Dwarfs simply apply more pressure, and the most experienced crew know exactly when to release the straining valve to achieve maximum distance. Those crews who misjudge this subtle balance rarely get another chance. Enemies struck by the Flame Cannons have their flesh melted off them in a slough, leaving only scorched bones and foul-smelling liquid that is best described as "goo". Even the bravest of those who survive, after seeing their comrades so gruesomely reduced, have been known to flee immediately.

Flame Cannons

Unit Name

Flame Cannons

Main Unit Key

wh_main_dwf_art_flame_cannon

Land Unit Key

wh_main_dwf_art_flame_cannon

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Field Gun

Naval Unit Group

Field Gun

Soldiers

32

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Engine Missile Damage

400

├ Engine

wh_main_dwf_art_flame_cannon

├ Missile Weapon

wh_main_dwf_flame_cannon

├ Projectile

wh_dwf_flame_cannon_flame

├ Missile Damage

260

├ Missile Ap Damage

140

└ Base Reload Time

10

Accuracy

10

Range

230

Reload

10

Shots Per Minute

6.7

Ammunition

25

Melee Attack

16

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_main_dwf_axe

├ Melee Damage Base

21

├ Melee Damage Ap

7

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

2

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh2_main_chainmail_40

├ Armour Defence

40

└ Shield Armour

0

Health

78

├ Man Entity

wh2_dlc16_dwf_inf_dwarfs_crew_flame_cannon_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

70

Leadership (Base Morale)

64

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

Strengths & Weaknesses

  • Damage Dealer
    This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Requires Buildings
Flame Cannons Lv. 0 Hangar
Hangar
(wh_main_dwf_workshop_4)
Level 3
Garrison Buildings
Flame Cannons x 2 Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5
Impregnable Fort
Impregnable Fort
(wh2_main_special_empire_fort_untainted_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_eagle_untainted_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_griffon_untainted_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_phoenix_untainted_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_unicorn_untainted_5)
Level 5