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HomeHome / Total War: WARHAMMER III / Vampire Coast / Units / Rotting Prometheans Gunnery Mob
Rotting Prometheans Gunnery Mob Vampire CoastVampire Coast Missile Monsters & Beasts

Rotting Prometheans Gunnery Mob

A stampede of crab-like monsters is all the scarier when accompanied by the hisses and cracks of gunpowder weapons.

There are many wondrous and dangerous creatures that dwell beneath the world's waves. From fire-breathing Sea Dragons to the ravaging Kraken of the Great Ocean, the sea’s bounty is truly as varied as that of land-going life. Once dead, however, even the most belligerent creatures become infinitely more controllable to the seafaring Necromancers that terrorise the oceans. The Lustrian coastline is home to many such useful sea monsters, including the crab-like Prometheans which scuttle across the more shallower regions of the continent’s surrounding ocean floors. Standing as tall as fully-grown men, and with pincers that can dismember a man like giant scissors, they are distant cousins of the much larger and rarer Leviathans. Being relatively common in their known habitats, Prometheans are often targeted by Undead pirate fleets to be killed, reanimated, and brought into their fighting ranks, either as mounts or as monstrous combatants in their own right.

Rotting Prometheans Gunnery Mob

Unit Name

Rotting Prometheans Gunnery Mob

Main Unit Key

wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0

Land Unit Key

wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Monstrous Missile Beasts

Caste

Monstrous Infantry

Category

War Beast

Class

Missile Infantry

Custom Battle Cost

1350

Recruitment Cost

1350

Upkeep Cost

338

Number of Units

24

Hit Points

15840

├ Mount

12

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_gunnery_cr1_promethean_wb_rifle

├ Man Entity

wh2_dlc11_cst_mon_rotting_promethean_blood

├ Man Hit Points

8

├ Num Men

24

└ Bonus Hit Points

652

Mass

1500

└ Man Mass

1500.0000

Armour

120

├ Armour

wh2_main_body_120

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

45

└ Man Speed

45

Melee Attack

38

Melee Defence

48

Weapon Strength

77

├ Melee Weapon

wh2_dlc11_cst_claws_promethians

Base Weapon Damage

22

Armour-Piercing Weapon Damage

55

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

22

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.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • 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
    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.
  • Defender
    This elite unit excels at pinning the enemy down in melee, buying time for the rest of your army to get into position.
  • 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.