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Bloated Corpse | |
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Exploding Monster |
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1 | ![]() |
300 | ![]() |
90 |
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Explosive |
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Armour-Piercing |
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Causes Terror |
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Aquatic |
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Armour | |||
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Leadership | 100 | ||
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Speed | 38 | ||
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Melee Attack | 75 | ||
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Melee Defence | 40 | ||
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Weapon Strength | 450 | ||
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Charge Bonus | 34 |
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Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin.
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.
Some drowned sailors lurch from the sea swollen with noxious gases, ready to explode upon contact with enemy blades. Keep well back!
Corpses bloated from spending too long at sea are like foul, decomposing balloons waiting to burst.
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can hide in forests until enemy units get too close.
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.
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.
Battle Entity Stats | |
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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 | |
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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 | |
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Unit Caste | Monster |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 300 |
Upkeep Cost | 90 |
Unit Size | 1 |
Melee CP | 425 |
Missile CP |
Melee Weapon | |
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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 | |
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Armour Value |
Shield | |
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Missile Block Chance | 0 |