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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Zombie Pirate Gunnery Mob
Zombie Pirate Gunnery Mob Pirates of SartosaPirates of Sartosa Missile Infantry

Zombie Pirate Gunnery Mob

The random discharge of noisy, indiscriminate firepower gives the Gunnery Mob a small spark of satisfaction enjoyed in life.

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

Unit Name

Zombie Pirate Gunnery Mob

Main Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_0

Land Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_0

Land Unit Group Parents

Missile Infantry

Land Unit Group

Pistol Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

300

Recruitment Cost

300

Upkeep Cost

75

Number of Units

120

Hit Points

7560

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_cutlass_and_pistol

├ Man Entity

wh2_dlc11_infantry_zombie_blood

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

55

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

35

Speed

23

└ Man Speed

23

Melee Attack

14

Melee Defence

6

Weapon Strength

15

├ Melee Weapon

wh2_dlc11_cst_short_sword

Base Weapon Damage

13

Armour-Piercing Weapon Damage

2

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

7

Ammunition

22

Range

90

Missile Strength

13

├ Missile Weapon

wh2_dlc11_cst_pistol

├ Projectile

wh2_dlc11_cst_pistol_bullet

Base Missile Damage

12

Armour-Piercing Missile Damage

2

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Meat Shield
    While unimpressive at causing damage, this unit is useful as a 'meat shield', absorbing damage that would otherwise hurt a more useful or precious target.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • Fire whilst moving
    This unit can fire while on the move.