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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Carronades
Carronades Pirates of SartosaPirates of Sartosa Artillery & War Machines

Carronades

Broadside cannons for sinking mortal ships are devastating when used in the field, pulverising living flesh and solid walls.

Many ships of the Undead fleets are equipped with broadside cannons known as Carronades or ‘smashers’, so named for the quick, splintering work they make of even the toughest ship hulls when brought within range. They first incapacitate their target before the zombie hordes board, murder, and loot according to their master’s will. As they sail off, another round of broadside cannon fire sends the ransacked ship and its blood-soaked decks to a watery grave. Carronades are comparable in size and power to the Great Cannons used in the field by the Empire, capable of causing a similar scale of devastation upon living targets and even reducing solid walls to rubble from afar. As with the armies of the Empire, Undead pirates drag their artillery onto the battlefield, with the hisses and cracks of smaller, handheld black powder weapons commonly preceded by the thundering booms of Carronade fire.

Carronades

Unit Name

Carronades

Main Unit Key

wh2_dlc11_cst_art_carronade

Land Unit Key

wh2_dlc11_cst_art_carronade

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

Siege Artillery

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

750

Recruitment Cost

750

Upkeep Cost

188

Number of Units

4

Hit Points

4356

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_dual_cutlass

├ Engines of War

wh2_dlc11_cst_art_carronade

├ Engine Entity

wh2_dlc11_cst_art_carronade

├ Engine Hit Points

425

├ Num Engines

4

├ Man Entity

wh2_dlc16_infantry_zombie_blood_crew

├ Man Hit Points

8

├ Num Men

44

└ Bonus Hit Points

48

Mass

3090

├ Engine Mass

3000.0000

└ Man Mass

90.0000

Armour

20

├ Armour

wh2_main_leather_20

├ Shield

none

Missile Block Chance

0

Leadership

30

Speed

20

├ Engine Speed

20

└ Man Speed

23

Melee Attack

10

Melee Defence

6

Weapon Strength

18

├ Melee Weapon

wh_main_vmp_sword_zombie

Base Weapon Damage

16

Armour-Piercing Weapon Damage

2

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

5

Ammunition

22

Range

450

Missile Strength

191

├ Engines of War

wh2_dlc11_cst_art_carronade

├ Missile Weapon

wh2_dlc11_cst_carronade

├ Projectile

wh2_dlc11_cst_carronade_cannon_ball

Base Missile Damage

88

Armour-Piercing Missile Damage

352

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

23

Accuracy

10

Reload Skill

0

Abilities

  • 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%
  • 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

  • Cannot Run
    This unit cannot run and will only move at walking pace.
  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • 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 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.