Zombie Pirate Gunnery Mob
The random discharge of noisy, indiscriminate firepower gives the Gunnery Mob a small spark of satisfaction enjoyed in life.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.
Unit Name Zombie Pirate Gunnery Mob |
Main Unit Key wh2_dlc11_cst_inf_zombie_gunnery_mob_0 |
Land Unit Key wh2_dlc11_cst_inf_zombie_gunnery_mob_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Pistol Missile Infantry |
Naval Unit Group Pistol Missile Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 300 |
Recruitment Cost 300 |
Upkeep Cost 60 |
14 |
├ Missile Weapon wh2_dlc11_cst_pistol |
├ Projectile wh2_dlc11_cst_pistol_bullet |
├ Missile Damage 12 |
├ Missile Ap Damage 2 |
└ Base Reload Time 11 |
Accuracy 10 |
Range 90 |
Reload 10 |
Shots Per Minute 6.1 |
Ammunition 22 |
Melee Attack 14 |
15 |
├ Melee Weapon wh2_dlc11_cst_short_sword |
├ Melee Damage Base 13 |
├ Melee Damage Ap 2 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 7 |
6 |
├ Base Defence 6 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_body_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
58 |
├ Man Entity wh2_dlc11_infantry_zombie_blood |
├ Man Speed 23 |
├ Man Health 8 |
└ Bonus Hit Points 50 |
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
- 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. - Fire Whilst Moving
This unit can fire while on the move. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- 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. - Fire Whilst Moving
This unit can fire while on the move.
Faction Availability | |
---|---|
The Eye of the Vortex |