Enigmas of Ghyran (Zoats)
Should storms of magic rage over unchartered woodlands, it may be a portent that monstrous and sinister things dwell within…Massive, mace-wielding, and aggressively territorial when encountered up close, Zoats are in fact highly magical creatures that prefer to avoid detection in the wild. Instead they will rouse the trees and undergrowth to crush and strangle interlopers before taking any direct action. Their magical abilities are used in an instinctive manner not gained through study or ritual, enabling them to imbue a forest with a reputation so dreadful that even marauding Orcs and rampaging warherds will give the area a wide berth. When eldritch storms erupt upon the world, it is possible to draw the creatures out of their reclusive forest homes to bind them into service. On the battlefield a Zoat can knock swathes of enemies down with a single sweeping swing of its weapon while simultaneously using its innate connection to the Winds of Magic.
Unit Name Enigmas of Ghyran (Zoats) |
Main Unit Key wh2_dlc16_wef_mon_zoats_ror_0 |
Land Unit Key wh2_dlc16_wef_mon_zoats_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Beasts |
Naval Unit Group Monstrous Beasts |
Soldiers 16 |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 2050 |
Recruitment Cost 2050 |
Upkeep Cost 513 |
Melee Attack 38 |
100 |
├ Melee Weapon wh2_dlc16_wef_zoat |
├ Melee Damage Base 30 |
├ Melee Damage Ap 70 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 26 |
└ Bonus vs Infantry 0 |
Charge Bonus 28 |
50 |
├ Base Defence 50 |
├ Shield none |
└ Shield Defence 0 |
60 |
├ Armour wh2_main_body_60 |
├ Armour Defence 60 |
└ Shield Armour 0 |
526 |
├ Man Entity wh2_dlc16_wef_zoat_blood |
├ Man Speed 64 |
├ Man Health 8 |
└ Bonus Hit Points 518 |
Leadership (Base Morale) 75 |
Abilities
- Flesh to Stone
This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack. - Regrowth
By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
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. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Forest Stalker
Wood Elf units gain accuracy benefits when fighting in forests. - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |