Blorgar the Mad Titan
All who stand before the Mad Titan are likely trampled underfoot, if not first debilitated by his putrid flatulence!To most Greenskins, a Giant is a bellowing, cursing display of raw might, ruthless aggression and really large stompy feet - all things that make Orcs and Goblins break out into raucous cheering. There are few sights more inspiring than watching one of "da big fellas" stomping an enemy into paste. Some even earn a degree of fame and notoriety, such as "Little Gork", so named because he was once hit in the face by a stone from a Grudge Thrower and has since believed himself to be Gork, painting himself green before each battle for effect. For their part, Giants are happy to join an army of Greenskins, as it significantly increases their chances of eating regularly and getting their hands on strong liquor. Amidst the endless battles, if an odd handful or two of Goblin happens to get scoffed along the way, no one seems to mind - it's just considered part of the rough and tumble of Greenskin life.
Unit Name Blorgar the Mad Titan |
Main Unit Key wh_dlc08_grn_mon_giant_boss |
Land Unit Key wh_dlc08_grn_mon_giant_boss |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monster |
Naval Unit Group Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1600 |
Recruitment Cost 1600 |
Upkeep Cost 400 |
Melee Attack 75 |
430 |
├ Melee Weapon wh_main_club_giant_boss |
├ Melee Damage Base 130 |
├ Melee Damage Ap 300 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
76 |
├ Base Defence 76 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh_main_giant |
├ Armour Defence 30 |
└ Shield Armour 0 |
16498 |
├ Man Entity wh_dlc08_grn_mon_giant_boss |
├ Man Speed 45 |
├ Man Health 8 |
└ Bonus Hit Points 16490 |
Leadership (Base Morale) 100 |
Abilities
- Exploding Fart
"PHHHHHHHHHRRRRRRRRRRRRRRTT!!! By the Gods! You can smell the sulphur comin' off that one!" - 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.
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. - Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
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Warhammer |