Deck Gunners

ID: wh2_dlc11_cst_inf_deck_gunners_0


Deck Gunners
Specialist Missile Infantry
32 800 200
Armour-Piercing Missiles
Armour 15
Leadership 40
Speed 23
Melee Attack 5
Melee Defence 10
Weapon Strength 18
Charge Bonus 1
Ammunition 22
Range 245
Missile Strength 57


Unit Description

Zombie pirate crews love dragging a big gun into a fight, no matter how unwieldy it might be!

Historical Description

Clunky, cumbersome, and with bone-shattering recoil, it takes the heftiest of crewmen to operate the mounted swivel guns commonly seen mounted on the decks of warships and pirate ships of the world’s seas. In the field, they are seldom used by the armies of the living, since very few mortals possess the strength and bravery required to carry and use a firearm which for all its destructive advantages, is prone to explosive failure due to imperfect castings or poorly mixed black powder. For the zombies of the Undead pirate hordes, however, the prerequisites of bodily strength and bravery are no hindrance, since the reanimated possess supernatural motor functions and mindlessly carry out the will of their masters. So it is not uncommon to see Deck Gunners of zombie pirate crews haul their massive volley guns into a land confrontation in two-zombie teams, frenziedly firing directly into crowds of ill-fated victims.


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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Giant
Hit Points 8
Walk Speed 1.40
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 Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 5
Melee Defence 10
Charge Bonus 1
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 40
Bonus Hit Points 100
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Specialist Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 800
Upkeep Cost 200
Unit Size 32
Melee CP 80
Missile CP 720


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
Missile Weapon
Projectile Number 1
Effective Range 245
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 8
Armor-Piercing Damage 39
Base Reload Time 11
Armour Value 15
Missile Block Chance 0