Gunnery Wight
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Unlike traditional wights, who are exceptional champions renowned for their martial prowess risen from the dead in service to a great necromancer, the Vampire Coast has realized that such melee heroes are not what is needed to combat the problem they face.
The problem?
According to all known laws of ballistics, there is no way a zombie should be able to fire a rifle. It's inelegant dexterity and lack of motor controls cannot allow it to perform the complex act of aiming, firing, reloading, maintaining, and killing with the rifle.
The zombie, of course, fires anyway. Because Gunnery Wights don't care what humans think is possible.
Why have an elite melee champion when you can find, resurrect and enthrall an expert marksmen from The Empire, who will ensure all of your meat puppets can aim, fire and reload their guns? For the Commanders of the Vampire Coast, this is a more pressing need, as any vampire lord is expert enough in melee. Unfortunately, a giant lizard charging at you needs something more powerful than skilled swordsman ship to take down, and that's where the cannons come in. Some may call it cowardice. They call it survival.
Forces of the The Vampire Coast | |||
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Command: | Vampire Fleet Admiral - Vampire Fleet Captain - Gunnery Wight - Mourngul Haunter | ||
Infantry: | Skeleton Warriors - Zombie Pirate Gunnery Mob - Zombie Pirate Deckhand Mob - Deck Gunners - Depth Guard - Syreens - Deck Droppers | ||
Monsters: | Razortooth Rats - Fell Bats - Scurvy Dogs - Bloated Corpse - Animated Hulks - Rotting Prometheans - Rotting Prometheans Gunnery Mob - Rotting Leviathan - Death Shriek Terrorgheist - Necrofex Colossus - Undead Merwyrms | ||
Artillery: | Mortars - Carronades -Queen Bess | ||
Auxiliaries: | Vampire Counts - Ogre Kingdoms - Bretonnia (The Drowned ONLY) |