
Vampire Fleet Admiral (Polearms – Vampires)
Lord· Wizard Lord· 1 model at Ultra size
Health
4,068
Armour
70
Leadership
75
Speed
38
Melee attack
45
Melee defence
60
Weapon strength
120 base + 280 armour-piercing, +25 vs large
400
Charge bonus
25
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 causes additional damage when attacking charging enemies.

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.

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!"
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.
Vampire Fleet Admiral (Polearms – Vampires) skill tree
70 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.
Rotting PrometheanRotting PrometheanUnlocks at rank 9
Mount: Rotting Promethean
Lucky CharmLucky CharmUnlocks at rank 4
Missile resistance: 15%
TenacityTenacityUnlocks at rank 9
Hit points: +8%
Loyal to the EndLoyal to the EndUnlocks at rank 29
Loyalty will not decline
Soldiers of RenownSoldiers of Renown3 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 19
This Lord will be wounded instead of killed in battle
MentorMentor3 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 4
Attribute: Causes Terror
ForgerForger
Income from all enemy buildings: -5% (local enemy province)
Income from raiding: +20% (Lord's army)
Control: -5 (local enemy province)
SmugglerSmuggler
Campaign movement range: +8%
Local recruitment capacity: +1 (local province)
PoacherPoacher
Local Recruitment rank: +2 for Zombie Pirate Gunnery Mob units (Lord's army)
Bonus vs Large: +10
ArsonistArsonist
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"
Boarding AxeBoarding Axe2 levelsLevel 1
Weapon strength: +10%
Bonus vs Large: +8
Weapon strength: +20%
Blade ShieldBlade Shield2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Vampiric LeapVampiric Leap2 levelsLevel 1
Charge bonus: +15
Charge bonus: +30
Wild-EyedWild-Eyed2 levelsLevel 1
Melee attack: +4
Melee attack: +9
HornswaggleHornswaggle
Replaces: "Taunt"
Ability: "Hornswaggle"
Invocation of NehekInvocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""
Miscast base chance: -15% for "Invocation of Nehek Upgraded"
Overcast spell: "Invocation of Nehek Upgraded"
Winds of Magic cost: -1 for "Invocation of Nehek"
Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
Cooldown: -50% to ""
The Curse of UndeathThe Curse of Undeath
Passive ability: "The Curse of Undeath"
Vanhel's Danse MacabreVanhel's Danse Macabre2 levelsLevel 1
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Cooldown: -30% to "Vanhel's Danse Macabre"
Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
Cooldown: -50% to "Vanhel's Danse Macabre"
Gaze of NagashGaze of Nagash2 levelsLevel 1
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"
Miscast base chance: -15% for "Gaze of Nagash Upgraded"
Overcast spell: "Gaze of Nagash Upgraded"
Winds of Magic cost: -2 for "Gaze of Nagash"
Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
Cooldown: -50% to "Gaze of Nagash"
Drowned DeadDrowned Dead2 levelsLevel 1
Cooldown: -30% to "Drowned Dead"
Overcast spell: "Drowned Dead Upgraded"
Cooldown: -50% to "Drowned Dead"
Miscast base chance: -15% for "Drowned Dead Upgraded"
Overcast spell: "Drowned Dead Upgraded"
Spell number of uses: +1 for "Drowned Dead"
EvasionEvasion
Passive ability: "Evasion"
Curse of YearsCurse of Years
Winds of Magic cost: -2 for "Curse of Years"
Cooldown: -50% to "Curse of Years"
Spell: "Curse of Years"
Wind of DeathWind of Death2 levelsLevel 1
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"
Miscast base chance: -15% for "Wind of Death Upgraded"
Overcast spell: "Wind of Death Upgraded"
Winds of Magic cost: -3 for "Wind of Death"
Winds of Magic cost: -4 for "Wind of Death Upgraded"
Cooldown: -50% to "Wind of Death"
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%
The Restless DeadThe Restless Dead
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)
Undying HordeUndying Horde3 levelsLevel 1
The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +2% (Lord's army)
The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
Casualty replenishment rate: +6% (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)
AbsoluteAbsolute3 levelsLevel 1
Construction cost: -3% for all buildings (local province)
Control: +2 (local province)
Construction cost: -6% for all buildings (local province)
Control: +3 (local province)
Construction cost: -10% for all buildings (local province)
Control: +4 (local province)
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%
No Magic but HisNo Magic but His3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
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)
The Elixir's CreatorThe Elixir's Creator3 levelsLevel 1
Vampiric corruption: +1 (local province)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +2 (local province)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Vampiric corruption: +3 (local province)
Attrition: -30% casualties suffered from all attrition (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)
InexhorableInexhorable
Casualty replenishment rate: +30% for this Lord
Battle healing cap: +50%
Hero self-defence: +25% chance of wounding aggressors
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
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)
The Fallen Follow StillThe Fallen Follow Still3 levelsLevel 1
Grave Call cost: -5%
The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -10%
The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)
Grave Call cost: -15%
The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)
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)
Soul MaterialSoul Material3 levelsLevel 1
gain from battles: +5% (Lord's army)
gain from battles: +10% (Lord's army)
gain from battles: +15% (Lord's army)
Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -8% (Lord's army)
Upkeep: -15% (Lord's army)
No Will But HisNo Will But His3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (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%
Pinnacle of ServitudePinnacle of Servitude
Grave Call cost: -10% (Lord's army)
Campaign movement range: +5%
Recruit rank: +2 for all units (Lord's army)
Upkeep: -5% (Lord's army)
Every version of Vampire Fleet Admiral (Polearms – Vampires)
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 | 38 | 45 | 60 | 400 | 25 | 1,000 | 250 | wh2_dlc11_cst_cha_vampire_fleet_admiral_0 |
| Vampire Coast, Undead LegionsWizard Lord | 4,980 | 1 | 120 | 75 | 45 | 35 | 60 | 400 | 25 | 1,000 | 312 | wh2_dlc11_cst_cha_vampire_fleet_admiral_1 |
Who can field it
- The Awakened
- Host of Nagash
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.