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.
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 |
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 |
90 |
└ Man Mass 90.0000 |
15 |
├ Armour wh2_main_body_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 35 |
23 |
└ Man Speed 23 |
Melee Attack 14 |
20 |
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |