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HomeHome / Total War: WARHAMMER II / Necrarch Brotherhood / Units / Terrorgheist
Terrorgheist Necrarch BrotherhoodNecrarch Brotherhood Melee Infantry

Terrorgheist

The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies.

In death, a Terrorgheist becomes a nightmare made real. Guided by its master's will, the monstrosity creaks through the clouds above the battlefield on blotch-skinned pinions, its rotten flesh and withered organs open to the night air. Clotted hanks of fur cling in patches to its skeletal neck, and its skull swings from side to side as it tracks its prey on the plains below. It is the deathly shriek of an Unliving Terrorgheist that is perhaps its most fearsome aspect. As the magics of Undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise into a barrage of eldritch power. Some say the Terrorgheist's shriek is nothing less than the screams of the damned, channelled directly from the Realm of Chaos. It matters little to the Terrorgheist's prey, for so devastating is its sonic attack that is can cause a man to die of fright in an instant. By venting this unholy noise as it drives down upon its prey, a Terrorgheist can cripple an enemy regiment moments before it slams into the reeling survivors, slaughtering the rest with tooth and claw.

Terrorgheist

Unit Name

Terrorgheist

Main Unit Key

wh_main_vmp_mon_terrorgheist

Land Unit Key

wh_main_vmp_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

2050

Recruitment Cost

2050

Upkeep Cost

512

Melee Attack

36

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh_main_vmp_terrorgheist

├ Melee Damage Base

125

├ Melee Damage Ap

295

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

25

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

42

├ Base Defence

42

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh2_main_bone_80

├ Armour Defence

80

└ Shield Armour

0

Health

7544

├ Man Entity

wh_main_flying_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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Requires Buildings
Terrorgheist Lv. 0 Lairs of Clar Karond
Lairs of Clar Karond
(wh2_main_special_clar_karond_lairs_vmp)
Level 0
Terrorgheist Lair
Terrorgheist Lair
(wh2_main_vmp_terrorgheists_1)
Level 0
Garrison Buildings
Terrorgheist x 1 Castle Drakenhof (Dark Castle)
Castle Drakenhof (Dark Castle)
(wh_main_special_settlement_castle_drakenhof_5_vmp)
Level 5
Tower of the Bloodytooth
Tower of the Bloodytooth
(wh2_dlc15_special_fortress_of_vorag_tower_of_the_bloodytooth_vmp)
Level 0
Graves of the Dragons
Graves of the Dragons
(wh2_dlc15_special_graves_of_the_dragons_vmp)
Level 0
Lairs of Clar Karond
Lairs of Clar Karond
(wh2_main_special_clar_karond_lairs_vmp)
Level 0
Impregnable Fort
Impregnable Fort
(wh2_main_special_empire_fort_vmp_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_eagle_vmp_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_griffon_vmp_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_phoenix_vmp_5)
Level 5
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_unicorn_vmp_5)
Level 5
Vault of Nagash
Vault of Nagash
(wh2_main_special_pyramid_of_nagash_vmp)
Level 0