Zombie Pirate Deckhand Mob (Polearms)
Melee infantry· Halberd Infantry· Tier 1· 160 models at Ultra size
Health
75 per model
12,000
Armour
15
Leadership
35
Speed
23
Melee attack
14
Melee defence
20
Weapon strength
8 base + 19 armour-piercing, +13 vs large
27
Charge bonus
3
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.

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
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.
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.