Left Panel
menu
HomeHome / Total War: WARHAMMER II / The Drowned / Units / Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Bombers) The DrownedThe Drowned Missile Infantry

Zombie Pirate Gunnery Mob (Bombers)

Undead minions have no fear of blowing themselves up, making them ideal gunpowder-keg-launchers!

Zombies are clumsy, drudge-like combatants, so more potent forms of magic are usually required to give them the dexterity required to operate firearms. Fortunately for seafaring Necromancers, all those who perish on the ocean are touched by the powerful magic of Galleon’s Graveyard – an oceanic realm of the Unliving that exists between the tangible and intangible worlds, sucking in the world’s shipwrecked vessels and the drowned corpses of their passengers and crews. The weapons of those reanimated from the depths may be rusted and sodden, but many zombies cling to the guns they held so dearly in life and use them with additional help from residual muscle memory. Wielding a shabby collection of black powder weapons long past their best, the Zombie Pirate Gunnery Mob appear to gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

Zombie Pirate Gunnery Mob (Bombers)

Unit Name

Zombie Pirate Gunnery Mob (Bombers)

Main Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_3

Land Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Explosives Infantry

Naval Unit Group

Explosives Infantry

Soldiers

120

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

450

Recruitment Cost

450

Upkeep Cost

90

Missile Damage

1

├ Missile Weapon

wh2_dlc11_cst_bombs

├ Projectile

wh2_dlc11_cst_bomb

├ Missile Damage

1

├ Missile Ap Damage

0

└ Base Reload Time

10

Accuracy

10

Range

55

Reload

10

Shots Per Minute

6.7

Ammunition

5

Melee Attack

14

Weapon Strength (Weapon Damage)

15

├ Melee Weapon

wh2_dlc11_cst_short_sword

├ Melee Damage Base

13

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

7

Melee Defence

6

├ Base Defence

6

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_body_15

├ Armour Defence

15

└ Shield Armour

0

Health

58

├ Man Entity

wh2_dlc11_infantry_zombie_blood

├ Man Speed

23

├ Man Health

8

└ Bonus Hit Points

50

Leadership (Base Morale)

30

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.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Requires Buildings
Zombie Pirate Gunnery Mob (Bombers) Lv. 0 Hoard of Filched Firearms
Hoard of Filched Firearms
(wh2_dlc11_vampirecoast_military_ranged_2)
Level 1
Armoury of the Soulless
Armoury of the Soulless
(wh2_dlc11_vampirecoast_military_ranged_3)
Level 2
Dead Pirates' Workshop
Dead Pirates' Workshop
(wh2_dlc11_vampirecoast_military_ranged_4)
Level 3
Portholes
Portholes
(wh2_dlc11_vampirecoast_ship_gunports_2)
Level 1
Gunports
Gunports
(wh2_dlc11_vampirecoast_ship_gunports_3)
Level 2
Shuttered Gunports
Shuttered Gunports
(wh2_dlc11_vampirecoast_ship_gunports_4)
Level 3
Garrison Buildings
Zombie Pirate Gunnery Mob (Bombers) x 2 The Maelstrom (Stirring)
The Maelstrom (Stirring)
(wh2_dlc11_special_settlement_galleons_graveyard_2)
Level 2
The Maelstrom (Active)
The Maelstrom (Active)
(wh2_dlc11_special_settlement_galleons_graveyard_3)
Level 3
Sartosa (Pirate Shanty Town)
Sartosa (Pirate Shanty Town)
(wh2_main_special_settlement_sartosa_cst_2)
Level 2
Sartosa (Pirate Holdout)
Sartosa (Pirate Holdout)
(wh2_main_special_settlement_sartosa_cst_3)
Level 3
The Awakening (Pirate Shanty Town)
The Awakening (Pirate Shanty Town)
(wh2_main_special_settlement_the_awakening_cst_2)
Level 2
The Awakening (Pirate Holdout)
The Awakening (Pirate Holdout)
(wh2_main_special_settlement_the_awakening_cst_3)
Level 3
Zombie Pirate Gunnery Mob (Bombers) x 1 The Maelstrom (Powerful)
The Maelstrom (Powerful)
(wh2_dlc11_special_settlement_galleons_graveyard_4)
Level 4
The Maelstrom (Raging)
The Maelstrom (Raging)
(wh2_dlc11_special_settlement_galleons_graveyard_5)
Level 5
Sartosa (Pirate Lair)
Sartosa (Pirate Lair)
(wh2_main_special_settlement_sartosa_cst_4)
Level 4
Sartosa (Pirate Stronghold)
Sartosa (Pirate Stronghold)
(wh2_main_special_settlement_sartosa_cst_5)
Level 5
The Awakening (Pirate Lair)
The Awakening (Pirate Lair)
(wh2_main_special_settlement_the_awakening_cst_4)
Level 4
The Awakening (Pirate Stronghold)
The Awakening (Pirate Stronghold)
(wh2_main_special_settlement_the_awakening_cst_5)
Level 5