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HomeHome / Total War: WARHAMMER III / Rogue Pirates / Units / Deck Gunners
Deck Gunners Rogue PiratesRogue Pirates Missile Infantry

Deck Gunners

Zombie pirate crews love dragging a big gun into a fight, no matter how unwieldy it might be!

Clunky, cumbersome, and with bone-shattering recoil, it takes the heftiest of crewmen to operate the mounted swivel guns commonly seen mounted on the decks of warships and pirate ships of the world’s seas. In the field, they are seldom used by the armies of the living, since very few mortals possess the strength and bravery required to carry and use a firearm which for all its destructive advantages, is prone to explosive failure due to imperfect castings or poorly mixed black powder. For the zombies of the Undead pirate hordes, however, the prerequisites of bodily strength and bravery are no hindrance, since the reanimated possess supernatural motor functions and mindlessly carry out the will of their masters. So it is not uncommon to see Deck Gunners of zombie pirate crews haul their massive volley guns into a land confrontation in two-zombie teams, frenziedly firing directly into crowds of ill-fated victims.

Deck Gunners

Unit Name

Deck Gunners

Main Unit Key

wh2_dlc11_cst_inf_deck_gunners_0

Land Unit Key

wh2_dlc11_cst_inf_deck_gunners_0

Land Unit Group Parents

Missile Infantry

Land Unit Group

Specialist Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

700

Recruitment Cost

700

Upkeep Cost

175

Number of Units

32

Hit Points

3456

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_t1_cst_mini_gun

├ Man Entity

wh2_dlc11_cst_zombie_weaponteam_blood

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

100

Mass

150

└ Man Mass

150.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

40

Speed

23

└ Man Speed

23

Melee Attack

5

Melee Defence

10

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

1

Ammunition

22

Range

245

Missile Strength

43

├ Missile Weapon

wh2_cst_deck_gunner_rifle

├ Projectile

wh2_cst_rifle_deck_gunner_bullet

Base Missile Damage

8

Armour-Piercing Missile Damage

39

├ 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.
  • 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

  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.