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 when mounted and moving.
Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).
Zombie Pirate Gunnery Mob is a Vampire Coast missile infantry unit in Total War: Warhammer II. The random discharge of noisy, indiscriminate firepower gives the Gunnery Mob a small spark of satisfaction enjoyed in life.
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.
While short-ranged and lacking much AP damage, they are cheap, very numerous, can fire as they advance, and not much worse than Deckhand mobs in melee. If your enemy doesn't have too many well armored units and you don't need the extra range, it can be better to field a mess of these guys instead of the more specialized handgunners.
This page was last edited on 5 October 2020, at 21:10.
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