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Rotting Leviathan | |
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Monster |
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5 | ![]() |
2000 | ![]() |
500 |
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Armour-Piercing |
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Anti-Infantry |
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Causes Terror |
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Aquatic |
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Armour | 150 | ||
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Leadership | 55 | ||
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Speed | 50 | ||
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Melee Attack | 52 | ||
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Melee Defence | 42 | ||
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Weapon Strength | 400 | ||
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Charge Bonus | 24 | ||
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Ammunition | 200 |
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A gargantuan, annihilative force of nature, unnaturally brought back from death to wreak yet more death.
A living Leviathan is truly a sight to behold. With the appearance of an immense crab typically measuring at least thirty feet across, its seaweed-strewn carapace is said to be as strong as steel. With beady eyes searching upon stunted stalks, it hunts for prey to grab with its claws and shove into its gaping maw. Although there was once a cult dedicated to worshipping them, Leviathans are thought not to be creatures of Chaos, just naturally destructive ones. Scholars believe that the few which exist live on the deepest sea floors, only ever rising to the surface to wreak havoc on passing galleons. In any case, it is notoriously difficult to control a living Leviathan – only once felled and killed can a Necromancer hope to bring one under their command with the appropriate incantations, a feat only achievable by the most learned magic-users.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
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.
When bracing, this unit negates the charge bonus of any attacker.
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
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 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 | Very Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 2.00 |
Run Speed | 5.00 |
Acceleration | 2.60 |
Deceleration | 4.00 |
Charge Speed | 8.00 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 60 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | War Beast |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 52 |
Melee Defence | 42 |
Charge Bonus | 24 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 55 |
Bonus Hit Points | 9846 |
Unit Stats | |
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Unit Caste | Monster |
Unit Weight | Very Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 3 |
Recruitment Cost | 2000 |
Upkeep Cost | 500 |
Unit Size | 5 |
Melee CP | 1900 |
Missile CP | 100 |
Melee Weapon | |
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Weapon Size | Large |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | 15 |
Weapon Damage | 120 |
Weapon AP Damage | 280 |
Building Damage | 600 |
Armour | |
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Armour Value | 150 |
Shield | |
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Missile Block Chance | 0 |