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.
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 |
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 |
3090 |
├ Engine Mass 3000.0000 |
└ Man Mass 90.0000 |
20 |
├ Armour wh2_main_leather_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 30 |
20 |
├ Engine Speed 20 |
└ Man Speed 23 |
Melee Attack 10 |
6 |
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 |
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |