About
Unit Description
A ferocious hunger drives axe-wielding Minotaurs into the melee - hunger for war and hunger for flesh.
Historical Description
Minotaurs are massive bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Many have the cloven-hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings. Though less intelligent than Beastmen, they are unnaturally strong and powerful, and make formidable warriors. To the Minotaurs, the battlefield is a place of maddening excess. The scent of gore in their flaring nostrils drives them wild and they bellow their hunger for all to hear. They charge with a thundering impact, horns lowered to impale, then strike blow after blow against their hapless enemy. Once their victims have been hacked apart, the Minotaurs slake their thirst by tearing at the raw flesh with their gore-encrusted nails and gulping down great hunks of steaming meat whilst the battle rages on around them.
Abilities
Bloodgreed
Minotaurs become more savage and frenzied the greater the scent and sight of blood.
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.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Woodsman
This unit can pass through trees.
Strengths & Weaknesses
Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a
damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
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.
Detailed Stats
Battle Entity Stats |
Unit Size |
Large |
Unit Type |
Giant |
Hit Points |
8 |
Walk Speed |
2.30 |
Run Speed |
6.20 |
Acceleration |
5.00 |
Deceleration |
5.00 |
Charge Speed |
8.60 |
Ch. Dist. to Commence Run |
45.00 |
Ch. Dist. to Adopt Pose |
35.00 |
Ch. Dist. to Pick Target |
35.00 |
Turn Speed |
90 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
36 |
Melee Defence |
32 |
Charge Bonus |
38 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
3 |
Morale |
65 |
Bonus Hit Points |
506 |
Unit Stats |
Unit Caste |
Monstrous Infantry |
Unit Weight |
Heavy |
Unit Group |
Monstrous Infantry |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
2 |
Recruitment Cost |
1250 |
Upkeep Cost |
287 |
Unit Size |
16 |
Melee CP |
1250 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
18 |
Weapon Damage |
33 |
Weapon AP Damage |
77 |
Building Damage |
150 |
Shield |
Missile Block Chance |
0 |