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

Zombie Pirate Gunnery Mob (Handgunners)

Missile infantry· 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

145 m

top 47% of class

Ammunition

22

bottom 41% of class

Missile damage

8 base + 20 AP

28

top 27% of class

Reload time

13 s

top 23% of class

Damage per 10 s

22

top 49% 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.