Bloated CorpseSwollen 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 NameBloated Corpse
Main Unit Keywh2_dlc11_cst_mon_bloated_corpse_0
Land Unit Keywh2_dlc11_cst_mon_bloated_corpse_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupExploding Monster
Naval Unit GroupExploding Monster
├ Melee Weaponwh2_dlc11_cst_bloated_corpse
├ Melee Damage Base150
├ Melee Damage Ap300
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence40
└ Shield Defence0
├ Armour Defence0
└ Shield Armour0
├ Man Entitywh2_dlc11_monster_bloated_corpse_blood
├ Man Speed38
├ Man Health8
└ Bonus Hit Points1600
Leadership (Base Morale)100
- 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.
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.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves.
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
|The Eye of the Vortex|