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

Mortars

What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction.

Mortars are short, heavy weapons, designed to lob a hollow, explosive shell high into the air so that it drops onto its target. While a solid cannon ball may plough through several victims, a Mortar shell explodes with tremendous force, scattering razor sharp shrapnel over a wide area and scything through whole ranks of enemy warriors. Firing a Mortar is always a tense moment, for the quality of fuses is highly variable and it is not unknown for one to burn through before the crew have finished loading the shell. As a result, Mortar crews tend to be superstitious and carry a large number of good luck charms about their person.

Mortars

Unit Name

Mortars

Main Unit Key

wh2_dlc11_cst_art_mortar

Land Unit Key

wh2_dlc11_cst_art_mortar

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

Siege Artillery

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

150

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_mortar

├ Engine Entity

wh2_dlc11_cst_art_mortar

├ 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

380

Missile Strength

103

├ Engines of War

wh2_dlc11_cst_art_mortar

├ Missile Weapon

wh2_dlc11_cst_mortar

├ Projectile

wh2_dlc11_cst_mortar_shell

Base Missile Damage

100

Armour-Piercing Missile Damage

30

Base Explosive Damage

60.0000

Armour-Piercing Explosive Damage

16.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

20

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

  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.