![Deck Droppers (Handguns)](gen_images/unit_icon/warhammer3/wh2_dlc11_cst_vampire_coast_qb4/wh2_dlc11_cst_cav_deck_droppers_2.png)
![Vampire Coast](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh2_dlc11_cst_vampire_coast_rebels/mon_256.png)
Deck Droppers (Handguns)
The heinous combination of a Fell Bat and a gun-wielding zombie makes for a hideous, flying horror.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.
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Unit Name Deck Droppers (Handguns) |
Main Unit Key wh2_dlc11_cst_cav_deck_droppers_2 |
Land Unit Key wh2_dlc11_cst_cav_deck_droppers_2 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste War Beast |
Category Cavalry |
Class Missile Cavalry |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
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├ Mount 16 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_cst_deck_ba1_wb_rifle |
├ Man Entity wh_main_infantry_zombie_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 24 |
└ Bonus Hit Points 168 |
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└ Man Mass 90.0000 |
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├ Armour wh2_main_leather_15 |
├ Shield none |
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└ Man Speed 23 |
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├ Melee Weapon wh_main_vmp_fell_bats |
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├ Missile Weapon wh2_dlc11_cst_deck_dropper_rifle |
├ Projectile wh2_dlc11_cst_rifle_deck_dropper_bullet |
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├ Number of Projectiles 1 |
├ Shots per volley 1 |
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Abilities
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Extra Powder
Because you can never have too much.Armour-Piercing Missile Damage x 130%
Base Missile Damage x 130%
Armour-Piercing Explosive Damage x 130%
Base Explosive Damage x 130%
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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
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Causes Fear
This unit frightens all enemy units, reducing theirleadership when nearby. It is also immune to fear. Fear penalties do not stack.
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Can Fly
This unit can fly. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when{{tr:morale}} is low).
Strengths & Weaknesses
- Armour-Piercing Missiles
The damage ofarmour-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-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be adamage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |