CygorPlagued by visions, Cygors are cursed to see the Winds of Chaos. Naturally, this makes them mad and extremely dangerous.
Cygors are distant cousins of Minotaurs but, because they hail from the most tainted of all the realms of the Old World, they have diverged greatly from their kin. They are huge, hideously malformed giants, each possessed of a single eye in the centre of its forehead. Through this eye the Cygor is cursed to see not the material realm that mortals perceive, but the ever-shifting Winds of Chaos as they blow through and around the indistinct, ghostly shapes that populate their world. Assailed by such visions since birth, Cygors are all quite mad. The sheer size and ferocity of a Cygor is terrifying enough to mortals, but those who know of their terrible hunger fear them above all else. To the mage, a Cygor is utterly fearsome, for he knows that of all the warriors on the field of battle it is him alone the Cygor wishes to catch in its gnarled and calloused hands, his flesh it wants to tear apart, and his soul it must devour to slake its unending thirst.
Main Unit Keywh_dlc03_bst_inf_cygor_0
Land Unit Keywh_dlc03_bst_inf_cygor_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupSpecialist Artillery
Naval Unit GroupSpecialist Artillery
Custom Battle Cost1600
├ Missile Weaponwh_dlc03_bst_cygor_rock
├ Missile Damage50
├ Missile Ap Damage281
└ Base Reload Time15
Shots Per Minute4.4
├ Melee Weaponwh_dlc03_bst_cygor
├ Melee Damage Base97
├ Melee Damage Ap300
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence17
└ Shield Defence0
├ Armour Defence50
└ Shield Armour0
├ Man Entitywh_main_monster_giant_blood
├ Man Speed38
├ Man Health8
└ Bonus Hit Points9152
Leadership (Base Morale)75
- Soul Eater
Cygors crave the souls of enemy Wizards more than anything else.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
Strengths & Weaknesses
- Special Ranged Weapon
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
- Causes Terror
This unit can fear themselves.
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.
|An Eye For An Eye|
|The Season of Revelation|