Left Panel
menu
HomeHome / Total War: WARHAMMER II / Karak Azul (Mortal Empires) / Units / Organ Guns
Organ Guns Karak Azul (Mortal Empires)Karak Azul (Mortal Empires) Field Artillery

Organ Guns

Should the enemy get too close, an Organ Gun can decimate entire ranks with a well timed blast.

An invention of the Dwarf Engineers' Guild, the four-barrelled Organ Gun is so called because its arrays of barrels resembles the pipes of a musical organ. The Organ Gun's barrels are smaller and lighter than an ordinary cannon's, which means it lacks that extreme range and hitting power, but has the advantage of firing a barrage of shots all at the same time. With a well-placed salvo, and all its barrels firing to maximum effect, an Organ Gun has been known to blow away entire enemy units at a time.

Organ Guns

Unit Name

Organ Guns

Main Unit Key

wh_main_dwf_art_organ_gun

Land Unit Key

wh_main_dwf_art_organ_gun

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Field Gun

Naval Unit Group

Field Gun

Soldiers

32

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Cost

1100

Recruitment Cost

1100

Upkeep Cost

275

Engine Missile Damage

90

├ Engine

wh_main_dwf_art_organ_gun

├ Missile Weapon

wh_main_dwf_organ_gun

├ Projectile

wh_dwf_organ_gun

├ Missile Damage

22

├ Missile Ap Damage

68

└ Base Reload Time

12

Accuracy

10

Range

300

Reload

10

Shots Per Minute

5.6

Ammunition

96

Melee Attack

16

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh_main_dwf_axe

├ Melee Damage Base

21

├ Melee Damage Ap

7

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

2

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh2_main_chainmail_40

├ Armour Defence

40

└ Shield Armour

0

Health

78

├ Man Entity

wh_main_dwf_inf_dwarfs_crew_blood_dismembers

├ Man Speed

28

├ Man Health

8

└ Bonus Hit Points

70

Leadership (Base Morale)

64

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.

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.
Requires Buildings
Organ Guns Lv. 0 Foundry
Foundry
(wh_main_dwf_workshop_3)
Level 2
Hangar
Hangar
(wh_main_dwf_workshop_4)
Level 3
Garrison Buildings
Organ Guns x 1 Runic Gate
Runic Gate
(wh_main_dwf_wall_3)
Level 2
Karak Eight Peaks (Dwarfhold)
Karak Eight Peaks (Dwarfhold)
(wh_main_special_settlement_eight_peaks_4_dwf)
Level 4
Karak Eight Peaks (Great Hold)
Karak Eight Peaks (Great Hold)
(wh_main_special_settlement_eight_peaks_5_dwf)
Level 5
Karaz-a-Karak (Dwarfhold)
Karaz-a-Karak (Dwarfhold)
(wh_main_special_settlement_karaz_a_karak_4_dwf)
Level 4
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Organ Guns x 2 Karaz-a-Karak (Great Hold)
Karaz-a-Karak (Great Hold)
(wh_main_special_settlement_karaz_a_karak_5_dwf)
Level 5