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HomeHome / Total War: WARHAMMER III / Vampire Coast Mutineers / Units / Zombie Pirate Gunnery Mob (Handguns)
Zombie Pirate Gunnery Mob (Handguns) Vampire Coast MutineersVampire Coast Mutineers Missile Infantry

Zombie Pirate Gunnery Mob (Handguns)

Rifles afford better accuracy, which can be advantageous for the clumsy hands of the rotting Undead.

Zombies are clumsy, drudge-like combatants, so more potent forms of magic are usually required to give them the dexterity required to operate firearms. Fortunately for seafaring Necromancers, all those who perish on the ocean are touched by the powerful magic of Galleon’s Graveyard – an oceanic realm of the Unliving that exists between the tangible and intangible worlds, sucking in the world’s shipwrecked vessels and the drowned corpses of their passengers and crews. The weapons of those reanimated from the depths may be rusted and sodden, but many zombies cling to the guns they held so dearly in life and use them with additional help from residual muscle memory. Wielding a shabby collection of black powder weapons long past their best, the Zombie Pirate Gunnery Mob appear to gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

Zombie Pirate Gunnery Mob (Handguns)

Unit Name

Zombie Pirate Gunnery Mob (Handguns)

Main Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_1

Land Unit Key

wh2_dlc11_cst_inf_zombie_gunnery_mob_1

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

550

Recruitment Cost

550

Upkeep Cost

138

Number of Units

120

Hit Points

7560

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_rifle

├ Man Entity

wh2_dlc11_infantry_zombie_blood

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

55

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

35

Speed

23

└ Man Speed

23

Melee Attack

8

Melee Defence

6

Weapon Strength

15

├ Melee Weapon

wh2_dlc11_cst_short_sword

Base Weapon Damage

13

Armour-Piercing Weapon Damage

2

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

2

Ammunition

22

Range

145

Missile Strength

16

├ Missile Weapon

wh2_dlc11_cst_rifle

├ Projectile

wh2_cst_rifle_bullet

Base Missile Damage

5

Armour-Piercing Missile Damage

17

├ 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.
  • 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.
  • Meat Shield
    While unimpressive at causing damage, this unit is useful as a 'meat shield', absorbing damage that would otherwise hurt a more useful or precious target.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.