Zombie Pirate Gunnery Mob (Handguns)

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Zombie Pirate Gunnery Mob
Wh2 dlc11 cst zombie gunnery mob handguns.png
Missile infantry rifle.png
Overview
FactionVampire Coast
CategoryMissile Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 550 (550)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 110
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: 8
Icon stat defence.png Melee defence: 6
Icon stat charge bonus.png Charge Bonus: 2
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: 4
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 13
Icon stat ammo.png Reload Time: 13
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 145
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.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Zombie Pirate Gunnery Mob (Handguns) is a Vampire Coast missile infantry unit in Total War: Warhammer II. Rifles afford better accuracy, which can be advantageous for the clumsy hands of the rotting Undead.

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]

  • 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.
  • 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.

Strategy[edit | edit source]

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A core gun-line unit that can stay useful into late game depending on who you are fighting. Their damage per shot and RoF are not spectacular, but their range and AP damage are good and they have 160 models per unit, making each volley hurt. Their model count also gives them some resilience, but their armor and hp are not much to speak of and will suffer badly if out-ranged. Deck Gunners are the natural upgrade, but are more fragile and only really necessary if the extra range is needed. Like all handgun units, having a clear LoS is crucial as otherwise they won't be able to hit anything. Use terrain or a checker-board style formation to ensure they have an unobstructed LoS to the enemy. It is better to have a few well protected units of them firing with clear LoSs than many units that are too crowded or ill-protected to get clear shots.