Death Shriek Terrorgheist
A piercing scream, a swooping shadow upon the water – a dead body drained of blood.Amongst the impassably jagged rocks of the world’s most inhospitable ocean shorelines, the flying scourges of the sea known as Death Shriek Terrorgheists make their homes within hidden caves. Like their Sylvanian equivalents, they are titanic, dragon-sized bats that can only be controlled by Necromantic means once killed, which is no easy feat to begin with. All Terrorgheists are ambush hunters, but the marine varieties are set apart from their land-haunting cousins by the difference in their habitat. The lack of land features which would usually facilitate the Terrorgheist’s element of surprise has resulted in it adapting its Death Shriek to be a much more powerful weapon. With a piercing scream that paralyses the passengers and crew of any ship it encounters, it swoops down to gather its prey directly from the decks, scooping them up within its talons before returning to its lair to glut itself on warm blood.
Unit Name Death Shriek Terrorgheist |
Main Unit Key wh2_dlc11_cst_mon_terrorgheist |
Land Unit Key wh2_dlc11_cst_mon_terrorgheist |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Flying Monster |
Naval Unit Group Flying Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Cost 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
Melee Attack 38 |
460 |
├ Melee Weapon wh2_dlc11_cst_terrorgheist |
├ Melee Damage Base 135 |
├ Melee Damage Ap 325 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
42 |
├ Base Defence 42 |
├ Shield none |
└ Shield Defence 0 |
80 |
├ Armour wh2_main_bone_80 |
├ Armour Defence 80 |
└ Shield Armour 0 |
7544 |
├ Man Entity wh2_dlc11_cst_terrorgheist_blood |
├ Man Speed 65 |
├ Man Health 8 |
└ Bonus Hit Points 7536 |
Leadership (Base Morale) 40 |
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
- 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. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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. - Regeneration
flaming attacks will cause more damage to units with Regeneration.
Requires Buildings | |
---|---|
Lv. 0 |
Giant Feeding Cavern
(wh2_dlc11_vampirecoast_military_flying_4) Level 3
Crow's Castle
(wh2_dlc11_vampirecoast_ship_crows_nest_4) Level 3 |
Faction Availability | |
---|---|
The Eye of the Vortex |