ZombiesDriven not by skill, but by a desire to feast on flesh, Zombies are good, terrifying fodder in melee.
Zombies are shambling horrors that stagger towards the enemy battle lines in a noisome horde. Grotesquely reanimated corpses, they are compelled by the Dark Magic of a Vampire or Necromancer, and driven by the will of their master to commit acts of extreme violence. To call the way a Zombie attacks "fighting", is perhaps to give the foul creature credit beyond its due. These sickening half-things have no skill to speak of, but are instead driven only by the insatiable urge to rend, kill and consume the living. Any warrior unfortunate enough to be pulled down by a Zombie horde will find himself torn slowly apart by a mass of desperate clawing fingers, his flesh gouged from his body in grisly, glistening chunks. The fortunate die quickly, but those unlucky souls who are trampled beneath the horde spend their death throes in miserable agony as their innards become a crimson feast.
Main Unit Keywh_main_vmp_inf_zombie
Land Unit Keywh_main_vmp_inf_zombie
Naval Unit Keywh_main_shp_transport
Land Unit GroupSword Infantry
Naval Unit GroupSword Infantry
Custom Battle Cost150
├ Melee Weaponwh_main_vmp_sword_zombie
├ Melee Damage Base16
├ Melee Damage Ap2
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence6
└ Shield Defence0
├ Armour Defence15
└ Shield Armour0
├ Man Entitywh_main_infantry_zombie_blood_dismembers
├ Man Speed23
├ Man Health8
└ Bonus Hit Points46
Leadership (Base Morale)30
The 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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- 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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
This unit is comparably cheap to recruit, maintain and replenish.