Gunnery Wight

ID: wh2_dlc11_cst_cha_gunnery_wight_0


Gunnery Wight
Support Specialist
1 1000 250
Ballistics Expert
Armour-Piercing Missiles
Armour 30
Leadership 60
Speed 38
Melee Attack 34
Melee Defence 38
Weapon Strength 400
Charge Bonus 15
Ammunition 45
Range 180
Missile Strength 310


Unit Description

These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life.

Historical Description

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.


Enchanted Ballistics

These particular balls give the shooter a magical advantage over their targets.

Cackle Fruit

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.

More Powder!

Where's that powder monkey? Get him up 'ere now!

Dead Eyes

What dead eyes see can never be unseen, nor spoken of.

Extra Powder

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.


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.


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.

Hide (forest)

This unit can hide in forests until enemy units get too close.


Strengths & Weaknesses


Whereas some units struggle to fight and move in shallow water, aquatic units excel.

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.

Ballistics Expert

This unit improves all nearby friendly missile units.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.80
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 34
Melee Defence 38
Charge Bonus 15
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 3964
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Support Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 150
Missile CP 450


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 260
Weapon AP Damage 140
Building Damage 150
Missile Weapon
Projectile Number 1
Effective Range 180
Minimum Range
Marksmanship Bonus 70
Projectile Spread
Damage 60
Armor-Piercing Damage 180
Base Reload Time 8
Armour Value 30
Missile Block Chance 0