Giant
Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart.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.
Unit Name Giant |
Main Unit Key wh_dlc03_bst_mon_giant_0 |
Land Unit Key wh_dlc03_bst_mon_giant_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monster |
Naval Unit Group Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1600 |
Recruitment Cost 1600 |
Upkeep Cost 400 |
Melee Attack 68 |
530 |
├ Melee Weapon wh_main_club_giant |
├ Melee Damage Base 130 |
├ Melee Damage Ap 400 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
30 |
├ Base Defence 30 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh_main_giant |
├ Armour Defence 30 |
└ Shield Armour 0 |
11098 |
├ Man Entity wh_main_monster_giant_blood |
├ Man Speed 38 |
├ Man Health 8 |
└ Bonus Hit Points 11090 |
Leadership (Base Morale) 100 |
Abilities
No Ability
Attributes
- 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
- Causes Terror
This unit can fear themselves. - 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. - 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 effects a large area. - No Forest Penalty
Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Faction Availability | |
---|---|
Warhammer | |
An Eye For An Eye | |
The Season of Revelation |