GiantGiants attack the enemy in a rage, with flailing limbs that break both man and machine apart.
Giants are monstrous humanoids with boundless strength and a prodigious appetite for violence, flesh, and alcohol. They are most often encountered in the far north of the world, being fond of cold, rocky climes. However, some do make the deep forest their homes, whilst others descend from lairs in the World's Edge or Middle Mountains to join bands of Beastmen. Those that live in the forest are a particularly vile example of their breed. Their skin is often covered in green and brown mould, fungus and moss, whilst their long beards are matted and tangled with ivy and creepers. Giants do not make common cause with the warherds, instead following in their wake, joining in with the slaughter and slaking their hunger on cattle and their thirst on looted barrels of ale. Occasionally one of the forest-dwellers might be bound to the will of a shaman by way of dark arts. Such a beast, emerging from the trees, trailing rotting litter, swathed in twisting vines and stinking of rank, woodland decay is enough to fill superstitious soldiers with heart-stopping horror.
Main Unit Keywh_dlc03_bst_mon_giant_0
Land Unit Keywh_dlc03_bst_mon_giant_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMonster
Naval Unit GroupMonster
Custom Battle Cost1600
├ Melee Weaponwh_main_club_giant
├ Melee Damage Base150
├ Melee Damage Ap400
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence30
└ Shield Defence0
├ Armour Defence30
└ Shield Armour0
├ Man Entitywh_main_monster_giant_blood
├ Man Speed36
├ Man Health8
└ Bonus Hit Points12612
Leadership (Base Morale)100
- 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.
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves.
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 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 effects a large area.
- No Forest Penalty
Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
|The Eye of the Vortex|