Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Deck Droppers
Wh2 dlc11 cst deck droppers handgunners.png
FactionVampire Coast
CategoryFlying Missile Cavalry
Unit size12
Icon treasury.png Cost (MP): 700 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 175
Icon stat health.png Health: 188
Icon stat morale.png Leadership: 40
Icon stat speed.png Speed: 80
Icon stat attack.png Melee Attack: 26
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 16
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 2
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 13
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 31
Icon stat ammo.png Reload Time: 11.7
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 130
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Deck Droppers (Handguns) is a Vampire Coast flying missile cavalry unit in Total War: Warhammer II. The heinous combination of a Fell Bat and a gun-wielding zombie makes for a hideous, flying horror.


When Undead pirate fleets attack on the open ocean, the first thing their victims commonly see are the hideous, flying horrors known as Deck Droppers, appearing in advance of their masters’ ships to pepper enemies with bullets from above. A Deck Dropper comprises of a bloodthirsty Fell Bat and firearm-wielding zombie ‘rider’, or more accurately, a zombie being unwittingly suspended from the Fell Bat’s talons, slightly disorientated but not without the wherewithal to fire its hand cannon. Before an attack, the Fell Bats hang in a dormant state from the topmost spars high in the rigging of Undead fleets until stirred by the anticipation that the coppery tang of blood is about to fill the air. Diving amongst their own ranks to grab a zombie, they swoop above the bedlam of battle as their passenger uses their better vantage point to fire round after round into the groups of enemies below.


  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


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Individually each model hits hard, has good range, and doesn't need to worry about having their LoS obstructed like their infantry counterparts. The problem remains that the infantry version has many more models and even with the lower damage per model, can output much more total damage. You might consider using them on certain terrain or against enemies that can easily get at your backline but struggle to kill flyers, but generally good micro and formations can compensate and get more out of the infantry variant.