About
Unit Description
Where marksmanship might be lacking, a more powerful firearm will usually suffice.
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.
Strengths & Weaknesses
Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a
damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
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.
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 |
3 |
Morale |
30 |
Bonus Hit Points |
46 |
Unit Stats |
Unit Caste |
Missile Infantry |
Unit Weight |
Light |
Unit Group |
Close-Quarters Missile Infantry |
Unit Group Parent |
Missile Infantry |
Recruitment Turns |
1 |
Recruitment Cost |
600 |
Upkeep Cost |
125 |
Unit Size |
160 |
Melee CP |
150 |
Missile CP |
450 |
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 |
3 |
Effective Range |
90 |
Minimum Range |
|
Marksmanship Bonus |
10 |
Projectile Spread |
2.00 |
Damage |
3 |
Armor-Piercing Damage |
8 |
Base Reload Time |
13 |
Shield |
Missile Block Chance |
0 |