Carronades - Unit | Total War: WARHAMMER II Database Carronades - Unit | Total War: WARHAMMER II Database

Carronades

ID: wh2_dlc11_cst_art_carronade

Unit

Carronades
Siege Artillery
44 700 175
Armour-Piercing Missiles
Anti-Large
2,464
Armour 20
Leadership 30
Speed 30
Melee Attack 10
Melee Defence 6
Weapon Strength 18
Charge Bonus 5
Ammunition 22

About

Unit Description

Broadside cannons for sinking mortal ships are devastating when used in the field, pulverising living flesh and solid walls.

Historical Description

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.

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.

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Undead

Strengths & Weaknesses

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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.00
Acceleration 3.00
Deceleration 4.00
Charge Speed 3.80
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Siege Engine
Unit Class Field Artillery
Move Action Points 2100
Melee Attack 10
Melee Defence 6
Charge Bonus 5
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 30
Bonus Hit Points 48
Unit Stats
Unit Caste War Machine
Unit Weight Medium
Unit Group Siege Artillery
Unit Group Parent Artillery & War Machines
Recruitment Turns 2
Recruitment Cost 700
Upkeep Cost 175
Unit Size 44
Melee CP 70
Missile CP 630

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 16
Weapon AP Damage 2
Building Damage 10
Armour
Armour Value 20
Shield
Missile Block Chance 0