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HomeHome / Total War: WARHAMMER II / The Dreadfleet / Units / The Tide of Skjold (Zombie Pirate Deckhands Mob)
The Tide of Skjold (Zombie Pirate Deckhands Mob) The DreadfleetThe Dreadfleet Melee Infantry

The Tide of Skjold (Zombie Pirate Deckhands Mob)

These reanimated Norscans are Unliving proof that Manann’s will can be manifested from death as well as life.

Reanimated from corpses of drowned seaman and other unfortunates who perish at sea, Zombie Deckhands serve the eldritch admirals of the world’s oceans to make up the bulk of Undead pirate hordes. Festooned with rusty and corroded cutlasses and polearms, they are controlled with dread enchantments which enable them to be competent as crewmen as well as fighters, making them ideal for piracy. As with all warriors reanimated from the dead, however, they tend to be clumsy combatants, with their advantages mostly being in the fact they have no will of their own so will continue moving forward regardless of injury or futile odds. Nevertheless, the tempestuousness of the Winds of Magic that blow across world’s oceans means that despite their apparent mindlessness, some vicious spark of personality resides deep within the Deckhands’ rotten souls, making them all the more formidable in combat.

The Tide of Skjold (Zombie Pirate Deckhands Mob)

Unit Name

The Tide of Skjold (Zombie Pirate Deckhands Mob)

Main Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_0

Land Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Dual Sword Infantry

Naval Unit Group

Dual Sword Infantry

Soldiers

160

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

450

Recruitment Cost

450

Upkeep Cost

112

Melee Attack

23

Weapon Strength (Weapon Damage)

29

├ Melee Weapon

wh2_dlc11_cst_dual_sword

├ Melee Damage Base

22

├ Melee Damage Ap

7

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

10

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_body_15

├ Armour Defence

15

└ Shield Armour

0

Health

67

├ Man Entity

wh2_dlc11_infantry_zombie_blood

├ Man Speed

23

├ Man Health

8

└ Bonus Hit Points

59

Leadership (Base Morale)

40

Abilities

  • Rowdy
    These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Meat Shield
    While unimpressive at causing damage, this unit is useful as a 'meat shield', absorbing damage that would otherwise hurt a more useful or precious target.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement
Maximum Number 1