
Mortars
War machine· Siege Artillery· Tier 2· 4 models (crew of 44) at Ultra size
Comes with Vampire Coast(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Mortars are Vampire Coast, Undead Legions and Empire war machine: 4,356 HP across 4 models, armour 20, melee attack 10, melee defence 6, weapon strength 18, range 380 m, missile damage 412 per 10 s for the whole unit. It costs 600 in the campaign and in multiplayer. They come with Vampire Coast. Unit key wh2_dlc11_cst_art_mortar. Patch 9.0.4, from the game's data tables.
Health
1,089 per model
4,356
Armour
20
Leadership
40
Speed
20
Melee attack
10
Melee defence
6
Weapon strength
16 base + 2 armour-piercing
18
Charge bonus
5
Ranged
Range
380 m
Ammunition
22
Missile damage
100 base + 30 AP, explosion 60 + 16 AP
206
Reload time
20 s
Damage per 10 s
103
Attributes
- Cannot Run
This unit cannot run and will only move at walking pace.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Black Powder AplentyAugment · +30% Armour-Piercing Missile Damage, +30% Base Missile Damage…passiveBlack Powder AplentyAugment+30% Armour-Piercing Missile Damage+30% Base Missile Damage+30% Armour-Piercing Explosive Damage+30% Base Explosive DamagePassiveBecause you can never have too much.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Counters
Good against
- Lightly armoured units without shields — 412 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Vampire Coast: Zombie Pirate Deckhand Mob, Animated Hulks
- Light infantry-sized units — large, mass 2,090e.g. Exalted Plaguebearers of Nurgle, Zombies, Plaguebearers of Nurgle · Vampire Coast: Zombie Pirate Deckhand Mob, Sartosa Free Company
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Vampire Coast: Depth Guard (Polearms), Death Shriek Terrorgheist
- Missile fire — armour 20, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Coast: Zombie Pirate Gunnery Mob (Hand Cannons), Sartosa Militia
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Patch changes
Patch 9.0wh2_dlc11_cst_art_mortar
- Custom battle: now in the Undead Legions roster
Every version of Mortars
2 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Coast, Undead LegionsSiege Artillery | 4,356 | 4 | 20 | 40 | 20 | 10 | 6 | 18 | 5 | 600 | 150 | wh2_dlc11_cst_art_mortar |
| The EmpireSiege Artillery | 4,356 | 4 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 650 | 163 | wh_main_emp_art_mortar |
Who can field it
- Vampire Coast · The Awakened
- Undead Legions · Host of Nagash
- The Empire · Reikland
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.