These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life.
As most Necromancers know, it is notoriously difficult to get a reanimated minion to use a firearm with any level of effectiveness due to their limited dexterity. Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life. Most were skilled mercenaries, part of the constant stream of brigands from the Empire, Kislev, and lawless places such the lands of the Border Princes, taking to the oceans in search of riches and adventure.
These particular balls give the shooter a magical advantage over their targets.
These particular eggs bog the foe down in ectoplasmic goo, slowing their charge and leaving them prone.
Supernatural reserves of strength can be brought to bear with devastating effect.
Where's that powder monkey? Get him up 'ere now!
What dead eyes see can never be unseen, nor spoken of.
Because you can never have too much.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit can hide in forests until enemy units get too close.
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
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.
This unit improves all nearby friendly missile units.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||Missile Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||3964|
|Unit Group||Support Specialist|
|Unit Group Parent||Heroes|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||140|
|Base Reload Time||8|
|Missile Block Chance||0|