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HomeHome / Total War: WARHAMMER II / Shark Strait Seadogs / Units / Zombie Pirate Deckhands Mob
Zombie Pirate Deckhands Mob Shark Strait SeadogsShark Strait Seadogs Melee Infantry

Zombie Pirate Deckhands Mob

These Undead mariners are competent crewmen and relentless fighters, making them ideal pirates.

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

Unit Name

Zombie Pirate Deckhands Mob

Main Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_0

Land Unit Key

wh2_dlc11_cst_inf_zombie_deckhands_mob_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

300

Recruitment Cost

300

Upkeep Cost

60

Melee Attack

17

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

15

├ Base Defence

15

├ 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)

30

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.
  • 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.
Garrison Buildings
Zombie Pirate Deckhands Mob x 3 Tiny Occupied Elven Colony
Tiny Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_1)
Level 1
Tiny Occupied Elven Colony
Tiny Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_1)
Level 1
Zombie Pirate Deckhands Mob x 2 Small Occupied Elven Colony
Small Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_2)
Level 2
Small Occupied Elven Colony
Small Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_2)
Level 2