Zombie Pirate Deckhands Mob (Polearms) - Unit | Total War: WARHAMMER II Database Zombie Pirate Deckhands Mob (Polearms) - Unit | Total War: WARHAMMER II Database

Zombie Pirate Deckhands Mob (Polearms)

ID: wh2_dlc11_cst_inf_zombie_deckhands_mob_1

Unit

Zombie Pirate Deckhands Mob (Polearms)
Halberd Infantry
160 400 80
Anti-Large
Meat Shield
Aquatic
10,720
Armour 15
Leadership 30
Speed 23
Melee Attack 14
Melee Defence 20
Weapon Strength 27
Charge Bonus 3

About

Unit Description

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

Historical Description

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.

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

Can Cause 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.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Undead

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.

Aquatic

Whereas some units struggle to fight and move in shallow water, aquatic units excel.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 2.30
Acceleration 2.00
Deceleration 3.00
Charge Speed 2.60
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 14
Melee Defence 20
Charge Bonus 3
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 10
Morale 30
Bonus Hit Points 59
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 400
Upkeep Cost 80
Unit Size 160
Melee CP 400
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 13
Bonus vs Infantry
Weapon Damage 8
Weapon AP Damage 19
Building Damage 10
Armour
Armour Value 15
Shield
Missile Block Chance 0