
Zombie Pirate Gunnery Mob (Handgunners)
Missile infantry· Missile Infantry· Tier 2· 120 models 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.
Zombie Pirate Gunnery Mob (Handgunners) are Vampire Coast and Undead Legions missile infantry: 7,560 HP across 120 models, armour 15, melee attack 8, melee defence 6, weapon strength 15, range 145 m, missile damage 2,585 per 10 s for the whole unit. It costs 550 in the campaign and in multiplayer. They come with Vampire Coast. Unit key wh2_dlc11_cst_inf_zombie_gunnery_mob_1. Patch 9.0.4, from the game's data tables.
Health
63 per model
7,560
Armour
15
Leadership
35
Speed
23
Melee attack
8
Melee defence
6
Weapon strength
13 base + 2 armour-piercing
15
Charge bonus
2
Ranged
Range
145 m
Ammunition
22
Missile damage
8 base + 20 AP
28
Reload time
13 s
Damage per 10 s
22
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…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
- Heavily armoured units — 20 of 28 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rogue Idol · Vampire Coast: Rotting Leviathan, Rotting Prometheans
- Lightly armoured units without shields — 2,585 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
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Coast: Sartosa Militia, Deck Gunners
- Heavy large units — infantry-sized, mass 90e.g. Dread Maw, Thunderbarge, Steam Tank · Vampire Coast: Rotting Leviathan, Necrofex Colossus
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
- Custom battle: now in the Undead Legions roster
Who can field it
- Vampire Coast · The Awakened
- Undead Legions · Host of Nagash
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.