
Vampire Fleet Admiral (Pistol – Undeath)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Lords of the End Times - Undead Legion(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Vampire Fleet Admiral (Pistol – Undeath) is Vampire Coast and Undead Legions lord: 4,068 HP, armour 70, melee attack 65, melee defence 45, weapon strength 480, range 90 m, missile damage 375 per 10 s for the whole unit. It costs 1,000 in the campaign and 950 in multiplayer. It comes with Lords of the End Times - Undead Legion. Unit key wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath. Patch 9.0.4, from the game's data tables.
Health
4,068
Armour
70
Leadership
75
Speed
40
Melee attack
65
Melee defence
45
Weapon strength
310 base + 170 armour-piercing
480
Charge bonus
35
Ranged
Range
90 m
Ammunition
40
Missile damage
30 base + 120 AP
150
Reload time
4 s
Damage per 10 s
375
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.
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Fire Whilst Moving
This unit can fire while on the move.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- All Hands Hoay!Augment (Area) · +25% Armour-Piercing Weapon Damage, +25% Base Weapon Damage…activeAll Hands Hoay!Augment (Area)+25% Armour-Piercing Weapon Damage+25% Base Weapon Damage+16 LeadershipCooldown 90 s · Duration 20 s · Range 35 m"Everyone on deck! We 'ave them now!"
- Black Powder AplentyAugment · +30% Armour-Piercing Missile Damage, +30% Base Missile Damage…passiveBlack Powder AplentyAugment+30% Armour-Piercing Missile Damage+30% Base Missile Damage+30% Armour-Piercing Explosive Damage+30% Base Explosive DamagePassiveBecause you can never have too much.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Good against
- Heavily armoured units — 120 of 150 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rogue Idol · Vampire Coast: Rotting Leviathan, Rotting Prometheans
- Lightly armoured units without shields — 375 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Vampire Coast: Zombie Pirate Deckhand Mob, Animated Hulks
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Patch changes
Vampire Fleet Admiral (Pistol – Undeath) skill tree
60 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Vampire Fleet Admiral (Pistol – Undeath)'s skills
- Rotting PrometheanRotting PrometheanUnlocks at rank 10
- Mount: Rotting Promethean
- Lucky CharmLucky CharmUnlocks at rank 5
- Missile resistance: 15%
- TenacityTenacityUnlocks at rank 10
- Hit points: +8%
- Loyal to the EndLoyal to the EndUnlocks at rank 30
- Loyalty will not decline
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- The HungerThe Hunger
- Passive ability: "The Hunger"
- Supernatural HorrorSupernatural HorrorUnlocks at rank 5
- Attribute: Causes Terror
- ForgerForgerUnlocks at rank 9
- Income from all enemy buildings: -5% (local enemy province)
- Income from raiding: +20% (Lord's army)
- Control: -5 (local enemy province)
- SmugglerSmugglerUnlocks at rank 9
- Campaign movement range: +8%
- Local recruitment capacity: +1 (local province)
- PoacherPoacherUnlocks at rank 9
- Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
- Bonus vs Infantry: +10
- ArsonistArsonistUnlocks at rank 9
- Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
- Fire resistance: 15%
- Monkey JacketMonkey Jacket
- Ward save: +5%
- SwashbucklerSwashbuckler2 levelsLevel 1
- Melee attack: +4
- Melee attack: +8
- Missile resistance: 5%
- Master StrikeMaster Strike2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- TauntTaunt
- Ability: "Taunt"
- Always ReadyAlways Ready
- Ammunition: +8%
- Speed: +8%
- Blacker PowderBlacker Powder2 levelsLevel 1
- Missile strength: +6%
- Missile strength: +12%
- Powder MonkeyPowder Monkey2 levelsLevel 1
- Reload time reduction: +6%
- Reload time reduction: +12%
- BlunderbussBlunderbuss2 levelsLevel 1
- "Blunderbuss Shot" ammunition (increased number of projectiles)
- Range: -20%
- "Blunderbuss Shot" ammunition (increased number of projectiles)
- GunsightGunsight2 levelsLevel 1
- Armour-piercing missile damage: +20%
- Range: +10%
- Armour-piercing missile damage: +40%
- Range: +10%
- PyromaniacPyromaniac
- Ability: "Pyromaniac"
- Breath of DarknessBreath of Darkness2 levelsLevel 1
- Cooldown: -30% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Cooldown: -50% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Miscast base chance: -15% for "Breath of Darkness Upgraded"
- Winds of Magic cost: -2 for "Breath of Darkness"
- Winds of Magic cost: -3 for "Breath of Darkness Upgraded"
- Raise the DeadRaise the Dead
- Passive ability: "Raise the Dead"
- The Hand of DustThe Hand of Dust2 levelsLevel 1
- Cooldown: -30% to "The Hand of Dust"
- Overcast spell: "The Hand of Dust"
- Cooldown: -50% to "The Hand of Dust"
- Overcast spell: "The Hand of Dust"
- Miscast base chance: -15% for "The Hand of Dust Upgraded"
- Winds of Magic cost: -1 for "The Hand of Dust"
- Winds of Magic cost: -2 for "The Hand of Dust Upgraded"
- The SoulstealerThe Soulstealer2 levelsLevel 1
- Cooldown: -30% to "The Soulstealer"
- Spell: "The Soulstealer"
- Overcast spell: "The Soulstealer"
- Cooldown: -50% to "The Soulstealer"
- Overcast spell: "The Soulstealer"
- Miscast base chance: -15% for "The Soulstealer Upgraded"
- Winds of Magic cost: -2 for "The Soulstealer"
- Winds of Magic cost: -3 for "The Soulstealer Upgraded"
- The Abyssal SwarmThe Abyssal Swarm2 levelsLevel 1
- Cooldown: -30% to "The Abyssal Swarm
- Spell: "The Abyssal Swarm"
- Overcast spell: "The Abyssal Swarm"
- Cooldown: -50% to "The Abyssal Swarm
- Overcast spell: "The Abyssal Swarm"
- Miscast base chance: -15% for "The Abyssal Swarm Upgraded"
- Winds of Magic cost: -2 for "The Abyssal Swarm"
- Winds of Magic cost: -4 for "The Abyssal Swarm Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- The HarbingerThe Harbinger2 levelsLevel 1
- Cooldown: -30% to "The Harbinger"
- Spell: "The Harbinger"
- Cooldown: -50% to "The Harbinger"
- Spell: "The Harbinger"
- Winds of Magic cost: -3 for "The Harbinger"
- The Dark RidersThe Dark Riders2 levelsLevel 1
- Cooldown: -30% to "The Dark Riders"
- Spell: "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Cooldown: -50% to "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Miscast base chance: -15% for "The Dark Riders Upgraded"
- Winds of Magic cost: -2 for "The Dark Riders"
- Winds of Magic cost: -4 for "The Dark Riders Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Held Together by ScrewsHeld Together by Screws3 levelsLevel 1
- Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Reanimated MarksmanReanimated Marksman3 levelsLevel 1
- Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Black Powder OverloadBlack Powder Overload3 levelsLevel 1
- Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
- Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
- Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
- Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
- Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
- Rotten DeathRotten Death3 levelsLevel 1
- Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Haunting HorrorHaunting Horror3 levelsLevel 1
- Missile strength: +4% for Deck Droppers units (Lord's army)
- Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Missile strength: +6% for Deck Droppers units (Lord's army)
- Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Missile strength: +8% for Deck Droppers units (Lord's army)
- Drowned & BoundDrowned & Bound3 levelsLevel 1
- Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)
- Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
- Speed: +6% for Bloated Corpse units (Lord's army)
- Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)
- Charge bonus: +10 for Bloated Corpse units (Lord's army)
- Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
- Speed: +12% for Bloated Corpse units (Lord's army)
- Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)
- Avast Ye!Avast Ye!
- Ability: "Avast Ye!"
- Deadly MarchDeadly March
- Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Ensorcelled WeaponsEnsorcelled Weapons
- Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Masterly SplicingMasterly Splicing
- Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Hardened by DeathHardened by Death
- Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- All Hands Hoay!All Hands Hoay!
- Replaces: "Avast Ye!"
- Ability: "All Hands Hoay!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Binded to ServiceBinded to Service3 levelsLevel 1
- Recruitment cost: -3% (Lord's army)
- Recruitment cost: -8% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Ghost FleetGhost Fleet3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- FreebooterFreebooter3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +9%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +12%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- Sea DogsSea Dogs3 levelsLevel 1
- Leadership: +2 when fighting at sea (Lord's army)
- Income from sacking settlements: +4% (Lord's army)
- Leadership: +4 when fighting at sea (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Leadership: +6 when fighting at sea (Lord's army)
- Income from sacking settlements: +12% (Lord's army)
- Go on AccountGo on Account
- Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
- Recruit rank: +1 for all units (Lord's army)
- Raise dead cost: -15%
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- Gambler's WitGambler's Wit3 levelsLevel 1
- Enemy Hero action success chance: -4%
- Ambush defence chance: +5% (Lord's army)
- Enemy Hero action success chance: -7%
- Ambush defence chance: +10% (Lord's army)
- Enemy Hero action success chance: -10%
- Ambush defence chance: +15% (Lord's army)
- Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -8% (Lord's army)
- Upkeep: -15% (Lord's army)
- Black FlagBlack Flag
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
- Raise dead cost: -10%
Every version of Vampire Fleet Admiral (Pistol – Undeath)
2 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Coast, Undead LegionsWizard Lord | 4,068 | 1 | 70 | 75 | 40 | 65 | 45 | 480 | 35 | 1,000 | 250 | wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath |
| Vampire Coast, Undead LegionsWizard Lord | 4,980 | 1 | 120 | 75 | 45 | 55 | 50 | 400 | 35 | 1,000 | 312 | wh3_dlc29_cst_cha_vampire_fleet_admiral_female_undeath_rotting_promethean |
Who can field it
- Vampire Coast · The Awakened
- Undead Legions · Host of Nagash
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.