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HomeHome / Total War: WARHAMMER II / Pirates of Sartosa / Units / Vampire Fleet Admiral (Polearm - Death)
Vampire Fleet Admiral (Polearm - Death) Pirates of SartosaPirates of Sartosa Command

Vampire Fleet Admiral (Polearm - Death)

The hiss of the Vampire Admiral’s orders spurs an Undead crew to enact their master’s sinister will.

The Vampires that lead the ranks of Undead mariners typically have centuries of experience. As long-living admirals, they can become a warship’s heart and soul – being Undead, however, those are two things they themselves lack. With the help of their Necromancy they are capable of impressive and sinister feats, driving their reanimated hordes forth in any confrontation, whether on land or at sea. The hiss of their orders can spur a crew to scramble and shamble to enact their master’s will and change the course of the warship – and perhaps, if the fates will it, the course of history. The first few Vampire Admirals were likely Sylvanian outcasts banished for one reason or another, or simply left Sylvania by their own accord after growing tired of the von Carsteins, enticed to take to the seas by the notorious successes of great Vampire Admirals such as Count Noctilus and Luthor Harkon.

Vampire Fleet Admiral (Polearm - Death)

Unit Name

Vampire Fleet Admiral (Polearm - Death)

Main Unit Key

wh2_dlc11_cst_cha_vampire_fleet_admiral_death_0

Land Unit Key

wh2_dlc11_cst_cha_vampire_fleet_admiral_death_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

950

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

45

Weapon Strength (Weapon Damage)

400

├ Melee Weapon

wh2_dlc11_cst_halberd_admiral

├ Melee Damage Base

120

├ Melee Damage Ap

280

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

25

└ Bonus vs Infantry

0

Charge Bonus

25

Melee Defence

60

├ Base Defence

60

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_plate_70

├ Armour Defence

70

└ Shield Armour

0

Health

4068

├ Man Entity

wh_main_infantry_standard_fast_hero_blood_dismembers

├ Man Speed

38

├ Man Health

8

└ Bonus Hit Points

4060

Leadership (Base Morale)

75

Abilities

  • All Hands Hoay!
    "Everyone on deck! We 'ave them now!"
  • The Hunger
    As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armour-Piercing Melee
    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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.