Left Panel
menu
HomeHome / Total War: WARHAMMER II / The Dreadfleet / Units / Shadewraith Gunners (Deck Gunners)
Shadewraith Gunners (Deck Gunners) The DreadfleetThe Dreadfleet Missile Infantry

Shadewraith Gunners (Deck Gunners)

Puppets of Vangheist’s cadaverous warship, driven by Dark Magic to inflict horror and damage in debilitating abundance.

Clunky, cumbersome, and with bone-shattering recoil, it takes the heftiest of crewmen to operate the mounted swivel guns commonly seen mounted on the decks of warships and pirate ships of the world’s seas. In the field, they are seldom used by the armies of the living, since very few mortals possess the strength and bravery required to carry and use a firearm which for all its destructive advantages, is prone to explosive failure due to imperfect castings or poorly mixed black powder. For the zombies of the Undead pirate hordes, however, the prerequisites of bodily strength and bravery are no hindrance, since the reanimated possess supernatural motor functions and mindlessly carry out the will of their masters. So it is not uncommon to see Deck Gunners of zombie pirate crews haul their massive volley guns into a land confrontation in two-zombie teams, frenziedly firing directly into crowds of ill-fated victims.

Shadewraith Gunners (Deck Gunners)

Unit Name

Shadewraith Gunners (Deck Gunners)

Main Unit Key

wh2_dlc11_cst_inf_deck_gunners_ror_0

Land Unit Key

wh2_dlc11_cst_inf_deck_gunners_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Specialist Missile Infantry

Naval Unit Group

Specialist Missile Infantry

Soldiers

32

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

1050

Recruitment Cost

1050

Upkeep Cost

262

Missile Damage

36

├ Missile Weapon

wh2_cst_deck_gunner_rifle_ror

├ Projectile

wh2_cst_rifle_deck_gunner_bullet_ror

├ Missile Damage

6

├ Missile Ap Damage

30

└ Base Reload Time

11

Accuracy

33

Range

245

Reload

30

Shots Per Minute

7.8

Ammunition

22

Melee Attack

17

Weapon Strength (Weapon Damage)

18

├ Melee Weapon

wh2_dlc11_cst_sword_zombie_magical

├ Melee Damage Base

16

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

1

Melee Defence

18

├ Base Defence

18

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_body_0

├ Armour Defence

0

└ Shield Armour

0

Health

83

├ Man Entity

wh2_dlc11_cst_zombie_weaponteam_ror

├ Man Speed

23

├ Man Health

8

└ Bonus Hit Points

75

Leadership (Base Morale)

50

Abilities

  • 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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    This unit ignores speed and combat penalties caused by terrain and can move through trees.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Cursed Ammunition
    Imbued with the foulest proclamations of hate, these ethereal projectiles can tear through entire enemy columns.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
  • Ethereal
    Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Recuitment Requirement
Maximum Number 1