Terrorgheist - Unit | Total War: WARHAMMER II Database Terrorgheist - Unit | Total War: WARHAMMER II Database

Terrorgheist

ID: wh_main_vmp_mon_terrorgheist

Unit

Terrorgheist
Flying Monster
1 2050 512
Armoured
Armour-Piercing
Anti-Large
Causes Terror
7,544
Armour 80
Leadership 40
Speed 65
Melee Attack 36
Melee Defence 42
Weapon Strength 420
Charge Bonus 40

About

Unit Description

The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies.

Historical Description

In death, a Terrorgheist becomes a nightmare made real. Guided by its master's will, the monstrosity creaks through the clouds above the battlefield on blotch-skinned pinions, its rotten flesh and withered organs open to the night air. Clotted hanks of fur cling in patches to its skeletal neck, and its skull swings from side to side as it tracks its prey on the plains below. It is the deathly shriek of an Unliving Terrorgheist that is perhaps its most fearsome aspect. As the magics of Undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise into a barrage of eldritch power. Some say the Terrorgheist's shriek is nothing less than the screams of the damned, channelled directly from the Realm of Chaos. It matters little to the Terrorgheist's prey, for so devastating is its sonic attack that is can cause a man to die of fright in an instant. By venting this unholy noise as it drives down upon its prey, a Terrorgheist can cripple an enemy regiment moments before it slams into the reeling survivors, slaughtering the rest with tooth and claw.

Abilities

Death Shriek

Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage.

Regeneration

There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.

Crumbling

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.

Disintegrating

The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.

Undead

Strengths & Weaknesses

Anti-Large

Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.

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.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

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 3.00
Run Speed 6.50
Acceleration 6.00
Deceleration 10.00
Charge Speed 8.80
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 100
Strafe Speed 1.50
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 36
Melee Defence 42
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 40
Bonus Hit Points 7536
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Flying Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 2050
Upkeep Cost 512
Unit Size 1
Melee CP 2000
Missile CP

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 25
Bonus vs Infantry
Weapon Damage 125
Weapon AP Damage 295
Building Damage 350
Armour
Armour Value 80
Shield
Missile Block Chance 0