Zombie Pirate Gunnery Mob - Unit | Total War: WARHAMMER II Database Zombie Pirate Gunnery Mob - Unit | Total War: WARHAMMER II Database

Zombie Pirate Gunnery Mob

ID: wh2_dlc11_cst_inf_zombie_gunnery_mob_0

Unit

Zombie Pirate Gunnery Mob
Pistol Missile Infantry
160 300 60
Meat Shield
Aquatic
Fire Whilst Moving
8,640
Armour 15
Leadership 30
Speed 23
Melee Attack 12
Melee Defence 6
Weapon Strength 15
Charge Bonus 7
Ammunition 22
Range 90
Missile Strength 22

About

Unit Description

The random discharge of noisy, indiscriminate firepower gives the Gunnery Mob a small spark of satisfaction enjoyed in life.

Historical Description

Zombies are clumsy, drudge-like combatants, so more potent forms of magic are usually required to give them the dexterity required to operate firearms. Fortunately for seafaring Necromancers, all those who perish on the ocean are touched by the powerful magic of Galleon’s Graveyard – an oceanic realm of the Unliving that exists between the tangible and intangible worlds, sucking in the world’s shipwrecked vessels and the drowned corpses of their passengers and crews. The weapons of those reanimated from the depths may be rusted and sodden, but many zombies cling to the guns they held so dearly in life and use them with additional help from residual muscle memory. Wielding a shabby collection of black powder weapons long past their best, the Zombie Pirate Gunnery Mob appear to gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

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.

Hide (forest)

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

Fire Whilst Moving

This unit can fire while on the move.

Undead

Strengths & Weaknesses

Aquatic

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

Fire Whilst Moving

This unit can fire while on the move.

Meat Shield

While unimpressive at causing damage, this unit is useful as a 'meat shield', absorbing damage that would otherwise hurt a more useful or precious target.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
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 12
Melee Defence 6
Charge Bonus 7
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 30
Bonus Hit Points 46
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Pistol Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 300
Upkeep Cost 60
Unit Size 160
Melee CP 75
Missile CP 225

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 13
Weapon AP Damage 2
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 90
Minimum Range
Marksmanship Bonus 10
Projectile Spread 1.00
Damage 10
Armor-Piercing Damage 2
Base Reload Time 9
Armour
Armour Value 15
Shield
Missile Block Chance 0