Bloated Corpse
Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin.A troop of zombie pirates is as macabre a sight as any Necromancer’s ghostly, rotting horde. The bodies of those brought back into existence as Unliving automatons continue to rot once they are reanimated, so necromantic admirals tend to raise crewmen from the freshest victims possible. Sometimes a corpse may have spent weeks floating in the ocean before it is raised, however, becoming swollen with noxious gases over time, its tissues seeping from rotten and tattered skin which blisters and turns to a greenish hue. In reanimating such a grotesquery to fight in their horde, a Lord essentially has a walking time bomb in their ranks, and a volatile one at that. It is far preferable to fight against such a creature at a distance, for when attacked, their tortured forms may suddenly disintegrate in a poisonous shower of decomposing internal organs and diseased fluids.
Unit Name Bloated Corpse |
Main Unit Key wh2_dlc11_cst_mon_bloated_corpse_0 |
Land Unit Key wh2_dlc11_cst_mon_bloated_corpse_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Exploding Monster |
Naval Unit Group Exploding Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Cost 425 |
Recruitment Cost 300 |
Upkeep Cost 90 |
Melee Attack 75 |
450 |
├ Melee Weapon wh2_dlc11_cst_bloated_corpse |
├ Melee Damage Base 150 |
├ Melee Damage Ap 300 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 34 |
40 |
├ Base Defence 40 |
├ Shield none |
└ Shield Defence 0 |
0 |
├ Armour wh_main_body_0 |
├ Armour Defence 0 |
└ Shield Armour 0 |
1608 |
├ Man Entity wh2_dlc11_monster_bloated_corpse_blood |
├ Man Speed 38 |
├ Man Health 8 |
└ Bonus Hit Points 1600 |
Leadership (Base Morale) 100 |
Abilities
- Gaseous Demise
Some drowned sailors lurch from the sea swollen with noxious gases, ready to explode upon contact with enemy blades. Keep well back! - Noxious Disintegration
Corpses bloated from spending too long at sea are like foul, decomposing balloons waiting to burst. - Exploding Unit
This is a hidden ability that enables some flashy persistent banner VFX to indicate that a unit explodes - 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.
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. - Hide (forest)
This unit can hide in forests until enemy units get too close. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Explosive
This unit explodes, dealing damage to any units unfortunate enough to be caught in the blast radius. - 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. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Faction Availability | |
---|---|
The Eye of the Vortex |