Feral Carnosaur - Unit | Total War: WARHAMMER II Database Feral Carnosaur - Unit | Total War: WARHAMMER II Database

Feral Carnosaur

ID: wh2_main_lzd_mon_carnosaur_0

Unit

Feral Carnosaur
Monster
1 1600 400
Armoured
Armour-Piercing
Anti-Large
Rampage
7,544
Armour 95
Leadership 60
Speed 75
Melee Attack 41
Melee Defence 40
Weapon Strength 465
Charge Bonus 50

About

Unit Description

First come the vibrations; next the distant sound of destruction; finally, carnage is unleashed. Good luck.

Historical Description

Carnosaurs are large apex predators that have terrorised the darkness of the primordial jungles since the dawn of this world's existence. Considered by many as the ultimate jungle hunter, with some growing nearly two stories tall, these massive reptilian beasts are powerfully built and highly aggressive creatures, with long, muscular hind limbs and a heavy tail that is used to balance their enlarged and powerful skulls. Upon scenting prey, or catching sight of even the slightest amount of movement, Carnosaurs propel themselves with enormous strides, moving with surprising speed for such large beasts. Their shortened forelimbs and sharp claws are ideal for locking hold of prey. They have massive jaws, their gaping mouths filled with dagger-like death. Their bite can hack through huge chunks of flesh on larger prey, and by twisting their thick, serpentine necks, Carnosaurs can simply rip their quarries apart piece by bloody piece. Having tasted blood, a Carnosaur is at its most deadly, for it enters a state of savage bloodlust — biting and tearing at any living creature, sometimes slaughtering its gory way through entire herds of giant reptilian without pause. Such is what they were bred to become, for the primordial jungles of Lustria only spares the strongest and most ferocious of monsters, whilst the weak are simply left to be eaten by those seeking to consume flesh.

Abilities

Frenzy

Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!

Attributes

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.

Rampage!

When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strengths & Weaknesses

Anti-Large

Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.

Armour-Piercing

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

Armoured units can block damage from any source apart from Armour-Piercing damage.

Rampage

When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 2.50
Run Speed 7.50
Acceleration 4.50
Deceleration 6.00
Charge Speed 10.00
Ch. Dist. to Commence Run 50.00
Ch. Dist. to Adopt Pose 40.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 41
Melee Defence 40
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 7536
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 1600
Upkeep Cost 400
Unit Size 1
Melee CP 1600
Missile CP

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 35
Bonus vs Infantry
Weapon Damage 115
Weapon AP Damage 350
Building Damage 500
Armour
Armour Value 95
Shield
Missile Block Chance 0