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HomeHome / Total War: WARHAMMER II / The Dreadfleet / Units / Gunnery Wight (Rotting Promethean)
Gunnery Wight (Rotting Promethean) The DreadfleetThe Dreadfleet Command

Gunnery Wight (Rotting Promethean)

These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life.

As most Necromancers know, it is notoriously difficult to get a reanimated minion to use a firearm with any level of effectiveness due to their limited dexterity. Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life. Most were skilled mercenaries, part of the constant stream of brigands from the Empire, Kislev, and lawless places such the lands of the Border Princes, taking to the oceans in search of riches and adventure.

Gunnery Wight (Rotting Promethean)

Unit Name

Gunnery Wight (Rotting Promethean)

Main Unit Key

wh2_dlc11_cst_cha_gunnery_wight_1

Land Unit Key

wh2_dlc11_cst_cha_gunnery_wight_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Support Specialist

Naval Unit Group

Support Specialist

Soldiers

1

Caste

Hero

Category

War Beast

Class

Command

Cost

1100

Recruitment Cost

1000

Upkeep Cost

275

Missile Damage

240

├ Missile Weapon

wh2_dlc11_gunnery_wight_rifle_bullet

├ Projectile

wh2_dlc11_gunnery_wight_rifle_bullet

├ Missile Damage

60

├ Missile Ap Damage

180

└ Base Reload Time

8

Accuracy

10

Range

180

Reload

10

Shots Per Minute

8.3

Ammunition

45

Melee Attack

38

Weapon Strength (Weapon Damage)

350

├ Melee Weapon

wh2_dlc11_cst_promethean_gunnery_wight

├ Melee Damage Base

105

├ Melee Damage Ap

245

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

46

├ Base Defence

46

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_120

├ Armour Defence

120

└ Shield Armour

0

Health

4980

├ Man Entity

wh2_dlc16_infantry_standard_fast_hero_blood_dismembers_low_kb_resist

├ Man Speed

38

├ Man Health

8

├ Bonus Hit Points

4964

├ Mount

wh2_dlc11_cst_mnt_rotting_promethean

├ Mount Entity

wh2_dlc11_cst_mon_rotting_promethean_blood

├ Mount Speed

45

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Enchanted Ballistics
    These particular balls give the shooter a magical advantage over their targets.
  • Cackle Fruit
    These particular eggs bog the foe down in ectoplasmic goo, slowing their charge and leaving them prone.
  • Bomb-Throw
    Supernatural reserves of strength can be brought to bear with devastating effect.
  • More Powder!
    "Where's that powder monkey? Get him up 'ere now!"
  • Dead Eyes
    What dead eyes see can never be unseen, nor spoken of.
  • Extra Powder
    Because you can never have too much.
  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Ballistics Expert
    This unit improves all nearby friendly missile units.
  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • Fire Whilst Moving
    This unit can fire while on the move.