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HomeHome / Total War: WARHAMMER III / Vampire Coast Mutineers / Units / Gunnery Wight
Gunnery Wight Vampire Coast MutineersVampire Coast Mutineers Heroes

Gunnery Wight

These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life.

As most Necromancers know, it is notoriously difficult to get a reanimated minion to use a firearm with any level of effectiveness due to their limited dexterity. Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life. Most were skilled mercenaries, part of the constant stream of brigands from the Empire, Kislev, and lawless places such the lands of the Border Princes, taking to the oceans in search of riches and adventure.

Gunnery Wight

Unit Name

Gunnery Wight

Main Unit Key

wh2_dlc11_cst_cha_gunnery_wight_0

Land Unit Key

wh2_dlc11_cst_cha_gunnery_wight_0

Land Unit Group Parents

Heroes

Land Unit Group

Support Specialist

Caste

Hero

Category

Missile Infantry

Class

Command

Custom Battle Cost

600

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

3972

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_gunnery_rifle

├ Man Entity

wh2_dlc16_infantry_standard_fast_hero_blood_dismembers_low_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3964

Mass

900

└ Man Mass

900.0000

Armour

30

├ Armour

wh2_main_leather_30

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

40

└ Man Speed

40

Melee Attack

34

Melee Defence

38

Weapon Strength

400

├ Melee Weapon

wh2_dlc11_cst_sword_hero_gunnery_wight

Base Weapon Damage

260

Armour-Piercing Weapon Damage

140

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

15

Ammunition

45

Range

180

Missile Strength

300

├ Missile Weapon

wh2_dlc11_gunnery_wight_rifle_bullet

├ Projectile

wh2_dlc11_gunnery_wight_rifle_bullet

Base Missile Damage

60

Armour-Piercing Missile Damage

180

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

Accuracy

10

Reload Skill

0

Abilities

  • Enchanted Ballistics
    These particular balls give the shooter a magical advantage over their targets.
    Accuracy +60
    Reload Skill +20
  • Cackle Fruit
    These particular eggs bog the foe down in ectoplasmic goo, slowing their charge and leaving them prone.
  • Bomb-Throw
    Supernatural reserves of strength can be brought to bear with devastating effect.
  • More Powder!
    "Where's that powder monkey? Get him up 'ere now!"
  • Dead Eyes
    What dead eyes see can never be unseen, nor spoken of.
    Armour-Piercing Missile Damage x 110%
    Base Missile Damage x 110%
  • 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%
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • 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.
  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • 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

  • Ballistics Expert
    This unit improves all nearby friendly missile units.
  • 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.