Rotting Prometheans Gunnery Mob

ID: wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0


Rotting Prometheans Gunnery Mob
Monstrous Missile Beasts
24 1350 337
Fire Whilst Moving
Armour 120
Leadership 44
Speed 45
Melee Attack 38
Melee Defence 48
Weapon Strength 77
Charge Bonus 22
Ammunition 45


Unit Description

A stampede of crab-like monsters is all the scarier when accompanied by the hisses and cracks of gunpowder weapons.

Historical Description

There are many wondrous and dangerous creatures that dwell beneath the world's waves. From fire-breathing Sea Dragons to the ravaging Kraken of the Great Ocean, the sea’s bounty is truly as varied as that of land-going life. Once dead, however, even the most belligerent creatures become infinitely more controllable to the seafaring Necromancers that terrorise the oceans. The Lustrian coastline is home to many such useful sea monsters, including the crab-like Prometheans which scuttle across the more shallower regions of the continent’s surrounding ocean floors. Standing as tall as fully-grown men, and with pincers that can dismember a man like giant scissors, they are distant cousins of the much larger and rarer Leviathans. Being relatively common in their known habitats, Prometheans are often targeted by Undead pirate fleets to be killed, reanimated, and brought into their fighting ranks, either as mounts or as monstrous combatants in their own right.


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.

Charge Defence vs. Large

When bracing, this unit negates the charge bonus of any large attacker.

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.


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.


This elite unit excels at pinning the enemy down in melee, buying time for the rest of your army to get into position.

Fire Whilst Moving

This unit can fire while on the move.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 3.00
Run Speed 4.50
Acceleration 4.00
Deceleration 6.00
Charge Speed 6.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 38
Melee Defence 48
Charge Bonus 22
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 2
Morale 44
Bonus Hit Points 652
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Medium
Unit Group Monstrous Missile Beasts
Unit Group Parent Missile Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1350
Upkeep Cost 337
Unit Size 24
Melee CP 1013
Missile CP 337


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 22
Weapon AP Damage 55
Building Damage 100
Armour Value 120
Missile Block Chance 0