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

Zombie Pirate Gunnery Mob (Handguns)

ID: wh2_dlc11_cst_inf_zombie_gunnery_mob_1

Unit

Zombie Pirate Gunnery Mob (Handguns)
Missile Infantry
160 550 110
Armour-Piercing Missiles
Meat Shield
Aquatic
8,640
Armour 15
Leadership 30
Speed 23
Melee Attack 8
Melee Defence 6
Weapon Strength 15
Charge Bonus 2
Ammunition 22
Range 145
Missile Strength 27

About

Unit Description

Rifles afford better accuracy, which can be advantageous for the clumsy hands of the rotting Undead.

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.

Undead

Strengths & Weaknesses

Aquatic

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.

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 8
Melee Defence 6
Charge Bonus 2
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 2
Morale 30
Bonus Hit Points 46
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 550
Upkeep Cost 110
Unit Size 160
Melee CP 137
Missile CP 413

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 145
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 4
Armor-Piercing Damage 13
Base Reload Time 13
Armour
Armour Value 15
Shield
Missile Block Chance 0