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HomeHome / Total War: WARHAMMER II / The Dreadfleet / Units / Bloated Corpse
Bloated Corpse The DreadfleetThe Dreadfleet Melee Infantry

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.

Bloated Corpse

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

Weapon Strength (Weapon Damage)

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

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_body_0

├ Armour Defence

0

└ Shield Armour

0

Health

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.
Requires Buildings
Bloated Corpse Lv. 0 Ship's Hold
Ship's Hold
(wh2_dlc11_vampirecoast_ship_hold_1)
Level 0
Cargo Hold
Cargo Hold
(wh2_dlc11_vampirecoast_ship_hold_2)
Level 1
Bulk Cargo Hold
Bulk Cargo Hold
(wh2_dlc11_vampirecoast_ship_hold_3)
Level 2
Desolate Shoal
Desolate Shoal
(wh2_dlc11_vampirecoast_support_monsters_1)
Level 0
Mangrove of Monsters
Mangrove of Monsters
(wh2_dlc11_vampirecoast_support_monsters_2)
Level 1
Cape of Conjuring
Cape of Conjuring
(wh2_dlc11_vampirecoast_support_monsters_3)
Level 2
Garrison Buildings
Bloated Corpse x 1 Smugglers' Landing
Smugglers' Landing
(wh2_dlc11_vampirecoast_port_1)
Level 1
Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_3)
Level 3
Large Occupied Elven Colony
Large Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_4)
Level 4
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_3)
Level 3
Bloated Corpse x 2 Smugglers' Jetty
Smugglers' Jetty
(wh2_dlc11_vampirecoast_port_2)
Level 2
Imposing Fort
Imposing Fort
(wh2_main_special_empire_fort_cst_4)
Level 4
Impregnable Fort
Impregnable Fort
(wh2_main_special_empire_fort_cst_5)
Level 5
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_eagle_cst_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_eagle_cst_5)
Level 5
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_griffon_cst_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_griffon_cst_5)
Level 5
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_phoenix_cst_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_phoenix_cst_5)
Level 5
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_unicorn_cst_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_unicorn_cst_5)
Level 5