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HomeHome / Total War: WARHAMMER II / Beastmen Rebels (Mortal Empires) / Units / Cygor
Cygor Beastmen Rebels (Mortal Empires)Beastmen Rebels (Mortal Empires) Special

Cygor

Plagued by visions, Cygors are cursed to see the Winds of Chaos. Naturally, this makes them mad and extremely dangerous.

Cygors are distant cousins of Minotaurs but, because they hail from the most tainted of all the realms of the Old World, they have diverged greatly from their kin. They are huge, hideously malformed giants, each possessed of a single eye in the centre of its forehead. Through this eye the Cygor is cursed to see not the material realm that mortals perceive, but the ever-shifting Winds of Chaos as they blow through and around the indistinct, ghostly shapes that populate their world. Assailed by such visions since birth, Cygors are all quite mad. The sheer size and ferocity of a Cygor is terrifying enough to mortals, but those who know of their terrible hunger fear them above all else. To the mage, a Cygor is utterly fearsome, for he knows that of all the warriors on the field of battle it is him alone the Cygor wishes to catch in its gnarled and calloused hands, his flesh it wants to tear apart, and his soul it must devour to slake its unending thirst.

Cygor

Unit Name

Cygor

Main Unit Key

wh_dlc03_bst_inf_cygor_0

Land Unit Key

wh_dlc03_bst_inf_cygor_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Specialist Artillery

Naval Unit Group

Specialist Artillery

Soldiers

1

Caste

Missile Infantry

Category

Missile Infantry

Class

Special

Cost

1600

Recruitment Cost

1600

Upkeep Cost

400

Missile Damage

420

├ Missile Weapon

wh_dlc03_bst_cygor_rock

├ Projectile

wh_dlc03_bst_cygor_boulder

├ Missile Damage

84

├ Missile Ap Damage

336

└ Base Reload Time

15

Accuracy

10

Range

400

Reload

10

Shots Per Minute

4.4

Ammunition

25

Melee Attack

44

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh_dlc03_bst_cygor

├ Melee Damage Base

135

├ Melee Damage Ap

315

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

28

Melee Defence

17

├ Base Defence

17

├ Shield

none

└ Shield Defence

0

Armour

50

├ Armour

wh2_main_leather_50

├ Armour Defence

50

└ Shield Armour

0

Health

10888

├ Man Entity

wh_main_monster_giant_blood

├ Man Speed

39

├ Man Health

8

└ Bonus Hit Points

10880

Leadership (Base Morale)

75

Abilities

  • Soul Eater
    Cygors crave the souls of enemy Wizards more than anything else.

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.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Requires Buildings
Cygor Lv. 0 Darkling Council
Darkling Council
(wh_dlc03_horde_beastmen_arcane_2)
Level 1