Queen Bess
This Hellhammer Cannon has been refined by the Pirate King himself to be one of the most feared artillery pieces in existence.The infamous artillery piece known as Queen Bess is a monstrous cannon, so heavy and powerful that it requires constant maintenance due to the forces involved when firing it. Despite its cumbersomeness, its lethality makes it the pride and joy of any pirate fleet that manages to bring it into its possession, living or dead. The exact heritage of Queen Bess is uncertain, but it closely resembles a Hellhammer Cannon – a class of massive artillery originally designed by the mad alchemists of the Empire. Despite being utterly devastating, they were far too heavy to move on land – by mortals, at least – so ended up being used on Imperial Wargalleys. It is said that Luthor Harkon himself managed to steal one, refining and improving it in one of his more lucid moments to produce Queen Bess, one of the most powerful pieces of black powder artillery to ever grace a battlefield.
Unit Name Queen Bess |
Main Unit Key wh2_dlc11_cst_art_queen_bess |
Land Unit Key wh2_dlc11_cst_art_queen_bess |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Siege Artillery |
Naval Unit Group Siege Artillery |
Soldiers 48 |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Cost 1600 |
Recruitment Cost 0 |
Upkeep Cost 500 |
334 |
├ Engine wh2_dlc11_cst_art_queen_bess |
├ Missile Weapon wh2_dlc11_cst_queen_bess |
├ Projectile wh2_dlc11_cst_queen_bess |
├ Missile Damage 72 |
├ Missile Ap Damage 262 |
└ Base Reload Time 18 |
Accuracy 10 |
Range 450 |
Reload 10 |
Shots Per Minute 3.7 |
Ammunition 16 |
Melee Attack 14 |
29 |
├ Melee Weapon wh2_dlc11_cst_dual_sword |
├ Melee Damage Base 22 |
├ Melee Damage Ap 7 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 5 |
9 |
├ Base Defence 9 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
145 |
├ Man Entity wh2_dlc16_infantry_zombie_blood_crew |
├ Man Speed 23 |
├ Man Health 8 |
└ Bonus Hit Points 137 |
Leadership (Base Morale) 30 |
Abilities
- Extra Powder
Because you can never have too much. - 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. - {{tr:wh2_dlc09_undead_description}}
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. - 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 affects a large area.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |