The Tide of Skjold (Zombie Pirate Deckhands Mob)
These reanimated Norscans are Unliving proof that Manann’s will can be manifested from death as well as life.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 The Tide of Skjold (Zombie Pirate Deckhands Mob) |
Main Unit Key wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_0 |
Land Unit Key wh2_dlc11_cst_inf_zombie_deckhands_mob_ror_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 450 |
Recruitment Cost 450 |
Upkeep Cost 112 |
Melee Attack 23 |
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 |
20 |
├ Base Defence 20 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_body_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
67 |
├ Man Entity wh2_dlc11_infantry_zombie_blood |
├ Man Speed 23 |
├ Man Health 8 |
└ Bonus Hit Points 59 |
Leadership (Base Morale) 40 |
Abilities
- Rowdy
These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best. - Frenzy
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence! - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |