The Black Spot (Zombie Pirate Gunnery Mob - Handguns)
The Pirate King’s personal band of zombie gunmen are a toxic mixture of black powder and noxious imbuements.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.
Unit Name The Black Spot (Zombie Pirate Gunnery Mob - Handguns) |
Main Unit Key wh2_dlc11_cst_inf_zombie_gunnery_mob_ror_0 |
Land Unit Key wh2_dlc11_cst_inf_zombie_gunnery_mob_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Infantry |
Naval Unit Group Missile Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 160 |
22 |
├ Missile Weapon wh2_dlc11_cst_rifle |
├ Projectile wh2_cst_rifle_bullet |
├ Missile Damage 5 |
├ Missile Ap Damage 17 |
└ Base Reload Time 14 |
Accuracy 10 |
Range 145 |
Reload 30 |
Shots Per Minute 6.1 |
Ammunition 22 |
Melee Attack 20 |
27 |
├ Melee Weapon wh2_dlc11_cst_halberd |
├ Melee Damage Base 8 |
├ Melee Damage Ap 19 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 13 |
└ Bonus vs Infantry 0 |
Charge Bonus 2 |
14 |
├ Base Defence 14 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_body_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
58 |
├ Man Entity wh2_dlc11_infantry_zombie_blood |
├ Man Speed 23 |
├ Man Health 8 |
└ Bonus Hit Points 50 |
Leadership (Base Morale) 40 |
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. - Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - Hide (forest)
This unit can hide in forests until enemy units get too close. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- 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. - Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |