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Death Shriek Terrorgheist | |
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Flying Monster |
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1 | ![]() |
2000 | ![]() |
500 |
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Armoured |
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Armour-Piercing |
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Causes Terror |
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Regeneration |
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Armour | 80 | ||
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Leadership | 40 | ||
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Speed | 65 | ||
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Melee Attack | 38 | ||
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Melee Defence | 42 | ||
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Weapon Strength | 460 | ||
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Charge Bonus | 40 |
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A piercing scream, a swooping shadow upon the water – a dead body drained of blood.
Amongst the impassably jagged rocks of the world’s most inhospitable ocean shorelines, the flying scourges of the sea known as Death Shriek Terrorgheists make their homes within hidden caves. Like their Sylvanian equivalents, they are titanic, dragon-sized bats that can only be controlled by Necromantic means once killed, which is no easy feat to begin with. All Terrorgheists are ambush hunters, but the marine varieties are set apart from their land-haunting cousins by the difference in their habitat. The lack of land features which would usually facilitate the Terrorgheist’s element of surprise has resulted in it adapting its Death Shriek to be a much more powerful weapon. With a piercing scream that paralyses the passengers and crew of any ship it encounters, it swoops down to gather its prey directly from the decks, scooping them up within its talons before returning to its lair to glut itself on warm blood.
Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
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.
Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that
flaming attacks will cause more damage to units with Regeneration.
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 | 3.00 |
Run Speed | 6.50 |
Acceleration | 6.00 |
Deceleration | 10.00 |
Charge Speed | 8.80 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 35.00 |
Ch. Dist. to Pick Target | 35.00 |
Turn Speed | 100 |
Strafe Speed | 1.50 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 38 |
Melee Defence | 42 |
Charge Bonus | 40 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 40 |
Bonus Hit Points | 7536 |
Unit Stats | |
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Unit Caste | Monster |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 3 |
Recruitment Cost | 2000 |
Upkeep Cost | 500 |
Unit Size | 1 |
Melee CP | 2000 |
Missile CP |
Melee Weapon | |
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Weapon Size | Large |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 135 |
Weapon AP Damage | 325 |
Building Damage | 350 |
Armour | |
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Armour Value | 80 |
Shield | |
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Missile Block Chance | 0 |