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The Claw of Nagash (Mortis Engine) | |
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Magic Chariot |
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18 | ![]() |
1700 | ![]() |
625 |
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Magic Harvester |
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Mass Regeneration |
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Causes Terror |
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Magical Aura |
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Armour | 40 | ||
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Leadership | 70 | ||
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Speed | 30 | ||
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Melee Attack | 38 | ||
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Melee Defence | 18 | ||
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Weapon Strength | 120 | ||
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Charge Bonus | 12 |
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Unspeakable evil energy is exuded, both empowering the Undead legions and crippling those who stand against them.
Many Necromancers and liche-lords have risen to kingship over the Undead, becoming so saturated with evil power that their physical forms radiate magic. Some Vampires actively seek out the citadels of those lords who have gone before, hoping to take possession of their remains and to use them against the living. No mere casket or hearse could be fit to bear the remains of one of these masters of the night. Instead, they are enshrined within a Mortis Engine, a cage of fused bone, surrounded by trappings of grandeur and borne to war by a host of spirits bound to the infernal device. Some reliquaries also carry blasphemous tomes to battle, or scrolls of parchment rumoured to have been penned by Nagash himself. Oft-times the Winds of Magic become night uncontrollable when such a fell tome is near. Heavy with evil magics, painstakingly illuminated with such care that their creator's souls have passed into the leaves of human skin that form its pages, these books can be a boon to the twisted practitioners of Necromancy, but also the bane of reckless and unwary spellcasters.
The unholy, never-to-be spoken words of this ancient grimoire cause the Winds of Magic to blow like a hurricane.
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
This depraved artefact, when held aloft, restores energy to those who swear fealty to its vileness.
Those who dare to stand against this profane monument will suffer from its corrupting influence, to their demise.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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 ignores speed and combat penalties caused by terrain and can move through trees.
Increases the level of magic power reserves.
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Regenerates nearby friendly units’ hit points.
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.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.00 |
Acceleration | 3.00 |
Deceleration | 4.00 |
Charge Speed | 3.80 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 25.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | War Machine |
Unit Class | Chariot |
Move Action Points | 2100 |
Melee Attack | 38 |
Melee Defence | 18 |
Charge Bonus | 12 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 70 |
Bonus Hit Points | 7084 |
Unit Stats | |
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Unit Caste | Chariot |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1700 |
Upkeep Cost | 625 |
Unit Size | 18 |
Melee CP | 1700 |
Missile CP |
Melee Weapon | |
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Weapon Size | Very Large |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | 15 |
Weapon Damage | 50 |
Weapon AP Damage | 70 |
Building Damage | 40 |
Armour | |
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Armour Value | 40 |
Shield | |
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Missile Block Chance | 0 |