Salt Lord Scuttlers (Deck Droppers - Bombers)
Until their targets lie dead and bullet-riddled, there is no rest for the Salt Lord’s wicked assailants of the skies.When Undead pirate fleets attack on the open ocean, the first thing their victims commonly see are the hideous, flying horrors known as Deck Droppers, appearing in advance of their masters’ ships to pepper enemies with bullets from above. A Deck Dropper comprises of a bloodthirsty Fell Bat and firearm-wielding zombie ‘rider’, or more accurately, a zombie being unwittingly suspended from the Fell Bat’s talons, slightly disorientated but not without the wherewithal to fire its hand cannon. Before an attack, the Fell Bats hang in a dormant state from the topmost spars high in the rigging of Undead fleets until stirred by the anticipation that the coppery tang of blood is about to fill the air. Diving amongst their own ranks to grab a zombie, they swoop above the bedlam of battle as their passenger uses their better vantage point to fire round after round into the groups of enemies below.
Unit Name Salt Lord Scuttlers (Deck Droppers - Bombers) |
Main Unit Key wh2_dlc11_cst_cav_deck_droppers_ror_0 |
Land Unit Key wh2_dlc11_cst_cav_deck_droppers_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Flying Missile Cavalry |
Naval Unit Group Flying Missile Cavalry |
Soldiers 24 |
Caste War Beast |
Category Cavalry |
Class Missile Cavalry |
Cost 750 |
Recruitment Cost 750 |
Upkeep Cost 188 |
1 |
├ Missile Weapon wh2_dlc11_cst_bomb_deck_droppers_ror |
├ Projectile wh2_dlc11_cst_bomb_deck_droppers_ror |
├ Missile Damage 0 |
├ Missile Ap Damage 1 |
└ Base Reload Time 14 |
Accuracy 33 |
Range 60 |
Reload 30 |
Shots Per Minute 6.1 |
Ammunition 7 |
Melee Attack 34 |
22 |
├ Melee Weapon wh_main_vmp_fell_bats |
├ Melee Damage Base 20 |
├ Melee Damage Ap 2 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 16 |
29 |
├ Base Defence 29 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
184 |
├ Man Entity wh_main_infantry_zombie_blood_dismembers |
├ Man Speed 23 |
├ Man Health 8 |
├ Bonus Hit Points 168 |
├ Mount wh2_dlc11_cst_mon_deck_dropper_bat |
├ Mount Entity wh2_dlc11_cst_mon_deck_dropper_bat |
├ Mount Speed 48 |
└ Mount Health 8 |
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. - {{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. - Armour-Sundering
The armour-splitting attacks of this unit can significantly weaken the target's armour. - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |