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HomeHome / Total War: WARHAMMER II / Vampire Coast Separatists / Units / Zombie Pirate Gunnery Mob (Hand Cannons)
Zombie Pirate Gunnery Mob (Hand Cannons) Vampire Coast SeparatistsVampire Coast Separatists Missile Infantry

Zombie Pirate Gunnery Mob (Hand Cannons)

Where marksmanship might be lacking, a more powerful firearm will usually suffice.

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 (Hand Cannons)

Unit Name

Zombie Pirate Gunnery Mob (Hand Cannons)

Main Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_2

Land Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Close-Quarters Missile Infantry

Naval Unit Group

Close-Quarters Missile Infantry

Soldiers

120

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Cost

600

Recruitment Cost

600

Upkeep Cost

125

Missile Damage

16

├ Missile Weapon

wh2_dlc11_cst_handcannon

├ Projectile

wh2_cst_handcannon_bullet

├ Missile Damage

4

├ Missile Ap Damage

12

└ Base Reload Time

14

Accuracy

10

Range

90

Reload

10

Shots Per Minute

4.8

Ammunition

22

Melee Attack

8

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

2

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

  • 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-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.
Requires Buildings
Zombie Pirate Gunnery Mob (Hand Cannons) Lv. 0 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
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 (Hand Cannons) x 2 Parapets
Parapets
(wh2_dlc11_vampirecoast_defence_walls_3)
Level 2