Soulcrusher (War Mammoth)
A legendary destroyer of both the physical and metaphysical, annihilating souls by trampling foes into an unrecognisable pulp.Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.
Unit Name Soulcrusher (War Mammoth) |
Main Unit Key wh_pro04_nor_mon_war_mammoth_ror_0 |
Land Unit Key wh_pro04_nor_mon_war_mammoth_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monster |
Naval Unit Group Monster |
Soldiers 6 |
Caste Monster |
Category War Beast |
Class Melee Infantry |
Cost 2500 |
Recruitment Cost 2500 |
Upkeep Cost 613 |
Melee Attack 43 |
525 |
├ Melee Weapon wh_dlc08_nor_mammoth_tusks |
├ Melee Damage Base 155 |
├ Melee Damage Ap 370 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 34 |
Charge Bonus 68 |
39 |
├ Base Defence 39 |
├ Shield none |
└ Shield Defence 0 |
70 |
├ Armour wh2_main_heavy_metal_70 |
├ Armour Defence 70 |
└ Shield Armour 0 |
14104 |
├ Man Entity wh_dlc08_nor_mon_mammoth_howdah_blood |
├ Man Speed 56 |
├ Man Health 8 |
├ Bonus Hit Points 14088 |
├ Mount wh_pro04_nor_war_mammoth_howdah_ror |
├ Mount Entity wh_dlc08_nor_mon_mammoth_howdah_blood |
├ Mount Speed 56 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
- Enrage
You really don't want to make them angry. No, *really*.
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. - Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
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. - 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 affects a large area.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Mortal Empires |