ID: wh_dlc03_bst_inf_cygor_0


Specialist Artillery
1 1600 400
Special Ranged Weapon
Causes Terror
No Forest Penalty
Armour 50
Leadership 75
Speed 39
Melee Attack 44
Melee Defence 17
Weapon Strength 450
Charge Bonus 28
Ammunition 25
Range 400
Missile Strength 440


Unit Description

Plagued by visions, Cygors are cursed to see the Winds of Chaos. Naturally, this makes them mad and extremely dangerous.

Historical Description

Cygors are distant cousins of Minotaurs but, because they hail from the most tainted of all the realms of the Old World, they have diverged greatly from their kin. They are huge, hideously malformed giants, each possessed of a single eye in the centre of its forehead. Through this eye the Cygor is cursed to see not the material realm that mortals perceive, but the ever-shifting Winds of Chaos as they blow through and around the indistinct, ghostly shapes that populate their world. Assailed by such visions since birth, Cygors are all quite mad. The sheer size and ferocity of a Cygor is terrifying enough to mortals, but those who know of their terrible hunger fear them above all else. To the mage, a Cygor is utterly fearsome, for he knows that of all the warriors on the field of battle it is him alone the Cygor wishes to catch in its gnarled and calloused hands, his flesh it wants to tear apart, and his soul it must devour to slake its unending thirst.


Soul Eater

Cygors crave the souls of enemy Wizards more than anything else.


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.


This unit can pass through trees.

Strengths & Weaknesses


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.

No Forest Penalty

Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

Causes 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.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 2.60
Run Speed 3.90
Acceleration 3.00
Deceleration 4.00
Charge Speed 5.00
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
Unit Category Missile Infantry
Unit Class Special
Move Action Points 2100
Melee Attack 44
Melee Defence 17
Charge Bonus 28
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 75
Bonus Hit Points 10880
Unit Stats
Unit Caste Missile Infantry
Unit Weight Very Heavy
Unit Group Specialist Artillery
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1600
Upkeep Cost 400
Unit Size 1
Melee CP 800
Missile CP 800


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 135
Weapon AP Damage 315
Building Damage 600
Missile Weapon
Projectile Number 1
Effective Range 400
Minimum Range 10
Marksmanship Bonus 20
Projectile Spread
Damage 84
Armor-Piercing Damage 336
Base Reload Time 15
Armour Value 50
Missile Block Chance 0