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Hell Pit Abomination | |
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Monster |
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1 | ![]() |
1800 | ![]() |
450 |
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Too Horrible to Die |
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Armour-Piercing |
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Causes Terror |
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Regeneration |
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Armour | 50 | ||
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Leadership | 90 | ||
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Speed | 58 | ||
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Melee Attack | 42 | ||
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Melee Defence | 30 | ||
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Weapon Strength | 520 | ||
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Charge Bonus | 25 |
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The very image of madness and ruin; the ultimate rat-made menace unleashed.
The Hell-Pit Abomination is a living mountain of misshapen flesh. The creature moves in a rippling tide of unnatural spasms, writhing like a worm and using its many limbs to pull and drag its hideous bulk forward. Various mechanical bits, such as wheels, cogs, and fluid-pumps have been grafted into the beast to ensure it moves at optimal speed and that the Warpstone mutated growth agents are regularly injected into the beast's hyper-fast metabolism. A multitude of heads dart out of the lumpen mound of muscle and bone at the behemoth's fore. The heads that snake out are all vermin-like, but some glisten hairlessly, like unborn rat monstrosities. Many have eyes, but no few are blind, twisting and craning to catch the scent of prey, hissing and snapping at the air with razor-sharp incisors. Many foes will flee from the unnatural sight of a Hell-Pit Abomination. Once in combat the Hell-Pit Abomination is relentless, dragging its bulk onwards to crush any in its wake. Hell-Pit Abominations are notoriously hard to slay and there are accounts of the beasts visibly healing wounds, regrowing severed limbs and rising from the dead to attack again.
Killing a Hell-Pit Abomination is never a simple matter; when it dies many fresh Skaven spawn to take its place.
With its last, shuddering death throes there is a chance that one or more of the foul beast's many hearts will restart.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
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.
When death is imminent, this unit has a chance of either regaining some of its health or releasing a pack of ravening Skaven instead.
Battle Entity Stats | |
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Unit Size | Very Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 3.00 |
Run Speed | 5.80 |
Acceleration | 3.00 |
Deceleration | 4.00 |
Charge Speed | 8.00 |
Ch. Dist. to Commence Run | 45.00 |
Ch. Dist. to Adopt Pose | 40.00 |
Ch. Dist. to Pick Target | 40.00 |
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 | 42 |
Melee Defence | 30 |
Charge Bonus | 25 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 90 |
Bonus Hit Points | 12092 |
Unit Stats | |
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Unit Caste | Monster |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 3 |
Recruitment Cost | 1800 |
Upkeep Cost | 450 |
Unit Size | 1 |
Melee CP | 1800 |
Missile CP |
Melee Weapon | |
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Weapon Size | Large |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | 17 |
Bonus vs Infantry | |
Weapon Damage | 155 |
Weapon AP Damage | 365 |
Building Damage | 500 |
Armour | |
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Armour Value | 50 |
Shield | |
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Missile Block Chance | 0 |