Carronades
Broadside cannons for sinking mortal ships are devastating when used in the field, pulverising living flesh and solid walls.Many ships of the Undead fleets are equipped with broadside cannons known as Carronades or ‘smashers’, so named for the quick, splintering work they make of even the toughest ship hulls when brought within range. They first incapacitate their target before the zombie hordes board, murder, and loot according to their master’s will. As they sail off, another round of broadside cannon fire sends the ransacked ship and its blood-soaked decks to a watery grave. Carronades are comparable in size and power to the Great Cannons used in the field by the Empire, capable of causing a similar scale of devastation upon living targets and even reducing solid walls to rubble from afar. As with the armies of the Empire, Undead pirates drag their artillery onto the battlefield, with the hisses and cracks of smaller, handheld black powder weapons commonly preceded by the thundering booms of Carronade fire.
Unit Name Carronades |
Main Unit Key wh2_dlc11_cst_art_carronade |
Land Unit Key wh2_dlc11_cst_art_carronade |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Siege Artillery |
Naval Unit Group Siege Artillery |
Soldiers 44 |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Cost 750 |
Recruitment Cost 750 |
Upkeep Cost 187 |
440 |
├ Engine wh2_dlc11_cst_art_carronade |
├ Missile Weapon wh2_dlc11_cst_carronade |
├ Projectile wh2_dlc11_cst_carronade_cannon_ball |
├ Missile Damage 88 |
├ Missile Ap Damage 352 |
└ Base Reload Time 23 |
Accuracy 10 |
Range 450 |
Reload 10 |
Shots Per Minute 2.9 |
Ammunition 22 |
Melee Attack 10 |
18 |
├ Melee Weapon wh_main_vmp_sword_zombie |
├ Melee Damage Base 16 |
├ Melee Damage Ap 2 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 5 |
6 |
├ Base Defence 6 |
├ Shield none |
└ Shield Defence 0 |
20 |
├ Armour wh2_main_leather_20 |
├ Armour Defence 20 |
└ Shield Armour 0 |
56 |
├ Man Entity wh2_dlc16_infantry_zombie_blood_crew |
├ Man Speed 23 |
├ Man Health 8 |
└ Bonus Hit Points 48 |
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-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Faction Availability | |
---|---|
The Eye of the Vortex |