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Rotting Prometheans | |
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Monstrous Beast |
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12 | ![]() |
1050 | ![]() |
263 |
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Armoured |
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Armour-Piercing |
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Defender |
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Aquatic |
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Armour | 120 | ||
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Leadership | 44 | ||
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Speed | 45 | ||
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Melee Attack | 38 | ||
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Melee Defence | 48 | ||
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Weapon Strength | 77 | ||
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Charge Bonus | 22 |
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Scuttling across the battlefield, these killer arthropods want nothing less than to dismember and decapitate anything that comes near.
There are many wondrous and dangerous creatures that dwell beneath the world's waves. From fire-breathing Sea Dragons to the ravaging Kraken of the Great Ocean, the sea’s bounty is truly as varied as that of land-going life. Once dead, however, even the most belligerent creatures become infinitely more controllable to the seafaring Necromancers that terrorise the oceans. The Lustrian coastline is home to many such useful sea monsters, including the crab-like Prometheans which scuttle across the more shallower regions of the continent’s surrounding ocean floors. Standing as tall as fully-grown men, and with pincers that can dismember a man like giant scissors, they are distant cousins of the much larger and rarer Leviathans. Being relatively common in their known habitats, Prometheans are often targeted by Undead pirate fleets to be killed, reanimated, and brought into their fighting ranks, either as mounts or as monstrous combatants in their own right.
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.
When bracing, this unit negates the charge bonus of any large attacker.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
This elite unit excels at pinning the enemy down in melee, buying time for the rest of your army to get into position.
Battle Entity Stats | |
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Unit Size | Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 3.00 |
Run Speed | 4.50 |
Acceleration | 4.00 |
Deceleration | 6.00 |
Charge Speed | 6.00 |
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 | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 38 |
Melee Defence | 48 |
Charge Bonus | 22 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 2 |
Morale | 44 |
Bonus Hit Points | 652 |
Unit Stats | |
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Unit Caste | Monstrous Infantry |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 1050 |
Upkeep Cost | 263 |
Unit Size | 12 |
Melee CP | 1100 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 22 |
Weapon AP Damage | 55 |
Building Damage | 100 |
Armour | |
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Armour Value | 120 |
Shield | |
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Missile Block Chance | 0 |