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.
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 |
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 |
90 |
└ Man Mass 90.0000 |
15 |
├ Armour wh2_main_body_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 35 |
23 |
└ Man Speed 23 |
Melee Attack 14 |
6 |
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 |
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |