ID: wh_dlc03_bst_mon_giant_0


1 1500 375
Causes Terror
No Forest Penalty
Armour 30
Leadership 100
Speed 39
Melee Attack 65
Melee Defence 30
Weapon Strength 600
Charge Bonus 40


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.


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


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.


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


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
Armour Value 30
Missile Block Chance 0