Minotaurs are massive bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Many have the cloven-hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings. Though less intelligent than Beastmen, they are unnaturally strong and powerful, and make formidable warriors. To the Minotaurs, the battlefield is a place of maddening excess. The scent of gore in their flaring nostrils drives them wild and they bellow their hunger for all to hear. They charge with a thundering impact, horns lowered to impale, then strike blow after blow against their hapless enemy. Once their victims have been hacked apart, the Minotaurs slake their thirst by tearing at the raw flesh with their gore-encrusted nails and gulping down great hunks of steaming meat whilst the battle rages on around them.
Main Unit Keywh_pro04_bst_inf_minotaurs_ror_0
Land Unit Keywh_pro04_bst_inf_minotaurs_ror_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMonstrous Infantry
Naval Unit GroupMonstrous Infantry
Custom Battle Cost1550
├ Melee Weaponwh_dlc03_bst_minotaur_axe
├ Melee Damage Base28
├ Melee Damage Ap76
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence58
└ Shield Defence0
├ Armour Defence45
└ Shield Armour55
├ Man Entitywh_dlc03_bst_mon_minotaur_blood
├ Man Speed56
├ Man Health8
└ Bonus Hit Points612
Leadership (Base Morale)70
Minotaurs become more savage and frenzied the greater the scent and sight of blood.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
- 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
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- 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|