Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
TW Database
Zombie Pirate Gunnery Mob (Hand Cannons) unit card

Zombie Pirate Gunnery Mob (Hand Cannons)

Missile infantry· Close-Quarters Missile Infantry· Tier 2· 120 models at Ultra size

Health

63 per model

7,560

top 13% of class

Armour

15

bottom 6% of class

Leadership

35

bottom 1% of class

Speed

23

bottom 1% of class

Melee attack

8

bottom 1% of class

Melee defence

6

bottom 1% of class

Weapon strength

13 base + 2 armour-piercing

15

bottom 1% of class

Charge bonus

2

bottom 1% of class

Ranged

Range

90 m

bottom 15% of class

Ammunition

22

bottom 41% of class

Missile damage

4 base + 12 AP, 3 projectiles per shot

16

bottom 27% of class

Reload time

14 s

top 8% of class

Damage per 10 s

34

top 25% of class

Attributes

  • Causes 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.

  • 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…passive
  • CrumblingDirect Damage · Causes damage to selfpassive
  • DisintegratingDirect Damage · Causes severe damage to selfpassive

Who can field it

  • The Awakened
  • Host of Nagash

Where these numbers come from

Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.