About
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.
Abilities
Soul Eater
Cygors crave the souls of enemy Wizards more than anything else.
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.
Woodsman
This unit can pass through trees.
Strengths & Weaknesses
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.
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 |
Equipment
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 |
Shield |
Missile Block Chance |
0 |