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HomeHome / Total War: WARHAMMER III / Vampire Coast Mutineers / Units / Deck Droppers (Bombers)
Deck Droppers (Bombers) Vampire Coast MutineersVampire Coast Mutineers Missile Monsters & Beasts

Deck Droppers (Bombers)

Beware the Deck Droppers’ black powder bombs released indiscriminately – if somewhat inaccurately – from above!

When Undead pirate fleets attack on the open ocean, the first thing their victims commonly see are the hideous, flying horrors known as Deck Droppers, appearing in advance of their masters’ ships to pepper enemies with bullets from above. A Deck Dropper comprises of a bloodthirsty Fell Bat and firearm-wielding zombie ‘rider’, or more accurately, a zombie being unwittingly suspended from the Fell Bat’s talons, slightly disorientated but not without the wherewithal to fire its hand cannon. Before an attack, the Fell Bats hang in a dormant state from the topmost spars high in the rigging of Undead fleets until stirred by the anticipation that the coppery tang of blood is about to fill the air. Diving amongst their own ranks to grab a zombie, they swoop above the bedlam of battle as their passenger uses their better vantage point to fire round after round into the groups of enemies below.

Deck Droppers (Bombers)

Unit Name

Deck Droppers (Bombers)

Main Unit Key

wh2_dlc11_cst_cav_deck_droppers_1

Land Unit Key

wh2_dlc11_cst_cav_deck_droppers_1

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Flying Missile Cavalry

Caste

War Beast

Category

Cavalry

Class

Missile Cavalry

Custom Battle Cost

500

Recruitment Cost

500

Upkeep Cost

125

Number of Units

24

Hit Points

4224

├ Mount

16

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_deck_ba1_wb_bomb

├ Man Entity

wh_main_infantry_zombie_blood_dismembers

├ Man Hit Points

8

├ Num Men

24

└ Bonus Hit Points

168

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

40

Speed

23

└ Man Speed

23

Melee Attack

26

Melee Defence

22

Weapon Strength

26

├ Melee Weapon

wh_main_vmp_fell_bats

Base Weapon Damage

20

Armour-Piercing Weapon Damage

6

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

16

Ammunition

7

Range

60

Missile Strength

27

├ Missile Weapon

wh2_dlc11_cst_bomb_deck_droppers

├ Projectile

wh2_dlc11_cst_bomb_deck_droppers

Base Missile Damage

1

Armour-Piercing Missile Damage

0

Base Explosive Damage

28.0000

Armour-Piercing Explosive Damage

9.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

14

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.
  • Can Fly
    This unit can fly.
  • 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.