Zombie Pirate Gunnery Mob

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Zombie Pirate Gunnery Mob
Wh2 dlc11 cst zombie gunnery mob.png
Missile infantry rifle.png
Overview
FactionVampire Coast
CategoryPistol Missile Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 300 (300)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 60
Statistics
Icon stat health.png Health: 54
Icon stat morale.png Leadership: 30
Icon stat speed.png Speed: 23
Icon stat attack.png Melee attack: 12
Icon stat defence.png Melee defence: 6
Icon stat charge bonus.png Charge Bonus: 7
Weapons
Melee
Icon stat damage.png Weapon Damage: 13
Modifier icon armour piercing.png Armour-Piercing Damage: 2
Icon stat speed.png Melee Interval: 4.4 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 10
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 2
Icon stat ammo.png Reload Time: 9
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 90
Protection
Icon stat armour.png
Armor:
11.25%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.
  • Undead.png 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.

Description[edit | edit source]

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[edit | edit source]

  • 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.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Fire whilst moving: This unit can fire while on the move.

Strategy[edit | edit source]

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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.