Bloated Corpse

ID: wh2_dlc11_cst_mon_bloated_corpse_0


Bloated Corpse
Exploding Monster
1 300 90
Causes Terror
Leadership 100
Speed 38
Melee Attack 75
Melee Defence 40
Weapon Strength 450
Charge Bonus 34


Unit Description

Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin.

Historical Description

A troop of zombie pirates is as macabre a sight as any Necromancer’s ghostly, rotting horde. The bodies of those brought back into existence as Unliving automatons continue to rot once they are reanimated, so necromantic admirals tend to raise crewmen from the freshest victims possible. Sometimes a corpse may have spent weeks floating in the ocean before it is raised, however, becoming swollen with noxious gases over time, its tissues seeping from rotten and tattered skin which blisters and turns to a greenish hue. In reanimating such a grotesquery to fight in their horde, a Lord essentially has a walking time bomb in their ranks, and a volatile one at that. It is far preferable to fight against such a creature at a distance, for when attacked, their tortured forms may suddenly disintegrate in a poisonous shower of decomposing internal organs and diseased fluids.


Gaseous Demise

Some drowned sailors lurch from the sea swollen with noxious gases, ready to explode upon contact with enemy blades. Keep well back!

Noxious Disintegration

Corpses bloated from spending too long at sea are like foul, decomposing balloons waiting to burst.

Exploding Unit

This is a hidden ability that enables some flashy persistent banner VFX to indicate that a unit explodes


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.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Hide (forest)

This unit can hide in forests until enemy units get too close.


Strengths & Weaknesses


Whereas some units struggle to fight and move in shallow water, aquatic units excel.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


This unit explodes, dealing damage to any units unfortunate enough to be caught in the blast radius.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 3.80
Acceleration 2.50
Deceleration 3.50
Charge Speed 6.50
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 100
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 75
Melee Defence 40
Charge Bonus 34
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 100
Bonus Hit Points 1600
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Exploding Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 300
Upkeep Cost 90
Unit Size 1
Melee CP 425
Missile CP


Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 150
Weapon AP Damage 300
Building Damage 2500
Armour Value
Missile Block Chance 0