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HomeHome / Total War: WARHAMMER III / Vampire Coast / Units / Zombie Pirate Deckhands Mob (Polearms)
Zombie Pirate Deckhands Mob (Polearms) Vampire CoastVampire Coast Infantry

Zombie Pirate Deckhands Mob (Polearms)

The Deckhands’ polearms are rusty extensions of the decomposing arms that brandish them.

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.

Zombie Pirate Deckhands Mob (Polearms)

Unit Name

Zombie Pirate Deckhands Mob (Polearms)

Main Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_1

Land Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_1

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

400

Recruitment Cost

400

Upkeep Cost

100

Number of Units

160

Hit Points

12000

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_halberd

├ Man Entity

wh2_dlc11_infantry_zombie_blood

├ Man Hit Points

8

├ Num Men

160

└ Bonus Hit Points

67

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

35

Speed

23

└ Man Speed

23

Melee Attack

14

Melee Defence

20

Weapon Strength

27

├ Melee Weapon

wh2_dlc11_cst_halberd

Base Weapon Damage

8

Armour-Piercing Weapon Damage

19

Bonus vs. Large

13

Bonus vs. Infantry

0

Charge Bonus

3

Abilities

  • 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.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • 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.
  • 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.