Zombie Pirate Gunnery Mob (Bombers)

ID: wh2_dlc11_cst_inf_zombie_gunnery_mob_3

Unit

Zombie Pirate Gunnery Mob (Bombers)
Explosives Infantry
160 400 80
Anti-Infantry
Special Ranged Weapon
Aquatic
8,640
Armour 15
Leadership 30
Speed 23
Melee Attack 12
Melee Defence 6
Weapon Strength 15
Charge Bonus 7
Ammunition 5
Range 55
Missile Strength 11

About

Unit Description

Undead minions have no fear of blowing themselves up, making them ideal gunpowder-keg-launchers!

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

Anti-Infantry

Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.

Aquatic

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

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

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 3
Morale 30
Bonus Hit Points 46
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Explosives Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 400
Upkeep Cost 80
Unit Size 160
Melee CP 100
Missile CP 300

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 55
Minimum Range 7
Marksmanship Bonus 10
Projectile Spread
Damage 1
Armor-Piercing Damage
Base Reload Time 9
Armour
Armour Value 15
Shield
Missile Block Chance 0