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HomeHome / Total War: WARHAMMER III / The Drowned / Units / Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Bombers) The DrownedThe Drowned Missile Infantry

Zombie Pirate Gunnery Mob (Bombers)

Undead minions have no fear of blowing themselves up, making them ideal gunpowder-keg-launchers!

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 (Bombers)

Unit Name

Zombie Pirate Gunnery Mob (Bombers)

Main Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_3

Land Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_3

Land Unit Group Parents

Missile Infantry

Land Unit Group

Explosives Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

450

Recruitment Cost

450

Upkeep Cost

113

Number of Units

120

Hit Points

7560

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_cutlass_and_bomb

├ 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

5

Range

55

Missile Strength

16

├ Missile Weapon

wh2_dlc11_cst_bombs

├ Projectile

wh2_dlc11_cst_bomb

Base Missile Damage

1

Armour-Piercing Missile Damage

0

Base Explosive Damage

12.0000

Armour-Piercing Explosive Damage

3.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.