About
Unit Description
Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart.
Historical Description
Giants are monstrous humanoids with boundless strength and a prodigious appetite for violence, flesh, and alcohol. They are most often encountered in the far north of the world, being fond of cold, rocky climes. However, some do make the deep forest their homes, whilst others descend from lairs in the World's Edge or Middle Mountains to join bands of Beastmen. Those that live in the forest are a particularly vile example of their breed. Their skin is often covered in green and brown mould, fungus and moss, whilst their long beards are matted and tangled with ivy and creepers. Giants do not make common cause with the warherds, instead following in their wake, joining in with the slaughter and slaking their hunger on cattle and their thirst on looted barrels of ale. Occasionally one of the forest-dwellers might be bound to the will of a shaman by way of dark arts. Such a beast, emerging from the trees, trailing rotting litter, swathed in twisting vines and stinking of rank, woodland decay is enough to fill superstitious soldiers with heart-stopping horror.
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
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.
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 |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
65 |
Melee Defence |
30 |
Charge Bonus |
40 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
100 |
Bonus Hit Points |
12612 |
Unit Stats |
Unit Caste |
Monster |
Unit Weight |
Very Heavy |
Unit Group |
Monster |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
2 |
Recruitment Cost |
1500 |
Upkeep Cost |
375 |
Unit Size |
1 |
Melee CP |
1500 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Large |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
150 |
Weapon AP Damage |
450 |
Building Damage |
600 |
Shield |
Missile Block Chance |
0 |