Left Panel
menu
HomeHome / Total War: WARHAMMER II / The Bloody Handz (Mortal Empires) / Units / Da Big Un (Rogue Idol)
Da Big Un (Rogue Idol) The Bloody Handz (Mortal Empires)The Bloody Handz (Mortal Empires) Melee Infantry

Da Big Un (Rogue Idol)

The appearance of this immense, animated totem is a sign that Gork (or Mork) himself has come to indulge in the carnage of the Waaagh!

Crushing armoured Knights, city walls, and just about anything else that gets in their way, Rogue Idols are the living embodiment of the spirit of the Waaagh!, gigantic stone effigies built in the shape of the Greenskin gods and driven by their arcane power. Arrows and broadswords break and shatter on their rocky bodies as they smash a brutal path of destruction through an army, near impervious to the blows being rained upon them due to lacking muscle and sinew to damage or blood to spill. Crudely fashioned from heaped stones and battlefield debris, Orc Shamans animate them with the help of obscene glyphs and slogans they daub upon them, though their control over the rocky behemoths is tenuous at best. On the battlefield, Rogue Idols loom over most things, striding implacably forwards with limbs the size of tree trunks and a malevolent grin carved into their leering faces.

Da Big Un (Rogue Idol)

Unit Name

Da Big Un (Rogue Idol)

Main Unit Key

wh2_dlc15_grn_mon_rogue_idol_ror_0

Land Unit Key

wh2_dlc15_grn_mon_rogue_idol_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Specialist Artillery

Naval Unit Group

Specialist Artillery

Soldiers

1

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Cost

2800

Recruitment Cost

2800

Upkeep Cost

700

Missile Damage

420

├ Missile Weapon

wh2_dlc15_rogue_idol_ror

├ Projectile

wh_dlc15_grn_rogue_idol_ror_boulder

├ Missile Damage

84

├ Missile Ap Damage

336

└ Base Reload Time

15

Accuracy

10

Range

400

Reload

10

Shots Per Minute

4.4

Ammunition

10

Melee Attack

73

Weapon Strength (Weapon Damage)

600

├ Melee Weapon

wh2_dlc15_rogue_idol_fist

├ Melee Damage Base

150

├ Melee Damage Ap

450

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

25

Charge Bonus

30

Melee Defence

27

├ Base Defence

27

├ Shield

none

└ Shield Defence

0

Armour

150

├ Armour

wh2_main_bone_150

├ Armour Defence

150

└ Shield Armour

0

Health

16000

├ Man Entity

wh2_dlc15_monster_rogue_idol

├ Man Speed

31

├ Man Health

8

└ Bonus Hit Points

15992

Leadership (Base Morale)

85

Abilities

  • Rock Bottom
    Throwing bits of yourself at the enemy is either a sign of great determination... or singular stupidity.
  • Rubble & Ruin I
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Rubble & Ruin I
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Rubble & Ruin II
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Rubble & Ruin II
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Rubble & Ruin III
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Rubble & Ruin III
    Being a towering, walking cluster of rocks means that big bits sometimes fall off you, much to the detriment of anything smaller nearby!
  • Spirit of Gork (or Mork)
    Few things embolden da ladz like the presence of a Rogue Idol on the battlefield, striding implacably forwards to bring inevitable doom to the enemy.

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.

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.
  • Cumbersome
    This unit's attacks are slower than average due to its massive, lumbering form.
  • Anti-Infantry
    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 affects a large area.
Recuitment Requirement
Maximum Number 1