TerrorgheistThe 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.
Main Unit Keywh_main_vmp_mon_terrorgheist
Land Unit Keywh_main_vmp_mon_terrorgheist
Naval Unit Keywh_main_shp_transport
Land Unit GroupFlying Monster
Naval Unit GroupFlying Monster
Custom Battle Cost2000
├ Melee Weaponwh_main_vmp_terrorgheist
├ Melee Damage Base125
├ Melee Damage Ap295
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants35
└ Bonus vs Infantry0
├ Base Defence42
└ Shield Defence0
├ Armour Defence80
└ Shield Armour0
├ Man Entitywh_main_flying_terrorgheist_blood
├ Man Speed65
├ Man Health8
└ Bonus Hit Points7536
Leadership (Base Morale)40
- 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.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
- 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
Armoured units can block damage from any source apart from Armour-Piercing damage.
- 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-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.
Lairs of Clar Karond
|The Eye of the Vortex|