Deck Droppers (Handguns)

ID: wh2_dlc11_cst_cav_deck_droppers_2

Unit

Deck Droppers (Handguns)
Flying Missile Cavalry
24 700 175
Armour-Piercing Missiles
Anti-Infantry
4,224
Armour 15
Leadership 40
Speed 23
Melee Attack 26
Melee Defence 22
Weapon Strength 22
Charge Bonus 16
Ammunition 18
Range 130
Missile Strength 54

About

Unit Description

The heinous combination of a Fell Bat and a gun-wielding zombie makes for a hideous, flying horror.

Historical Description

When Undead pirate fleets attack on the open ocean, the first thing their victims commonly see are the hideous, flying horrors known as Deck Droppers, appearing in advance of their masters’ ships to pepper enemies with bullets from above. A Deck Dropper comprises of a bloodthirsty Fell Bat and firearm-wielding zombie ‘rider’, or more accurately, a zombie being unwittingly suspended from the Fell Bat’s talons, slightly disorientated but not without the wherewithal to fire its hand cannon. Before an attack, the Fell Bats hang in a dormant state from the topmost spars high in the rigging of Undead fleets until stirred by the anticipation that the coppery tang of blood is about to fill the air. Diving amongst their own ranks to grab a zombie, they swoop above the bedlam of battle as their passenger uses their better vantage point to fire round after round into the groups of enemies below.

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

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-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.

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 1.30
Run Speed 2.30
Acceleration 2.00
Deceleration 3.00
Charge Speed 2.60
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 Cavalry
Unit Class Missile Cavalry
Move Action Points 2100
Melee Attack 26
Melee Defence 22
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 40
Bonus Hit Points 168
Unit Stats
Unit Caste War Beast
Unit Weight Heavy
Unit Group Flying Missile Cavalry
Unit Group Parent Missile Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 700
Upkeep Cost 175
Unit Size 24
Melee CP 150
Missile CP 550

Equipment

Melee Weapon
Weapon Size
Weapon Type Knife
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 2
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 130
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 13
Armor-Piercing Damage 31
Base Reload Time 13
Armour
Armour Value 15
Shield
Missile Block Chance 0