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.
Unit Name Cygor |
Main Unit Key wh_dlc03_bst_inf_cygor_0 |
Land Unit Key wh_dlc03_bst_inf_cygor_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Specialist Artillery |
Caste Missile Infantry |
Category Missile Infantry |
Class Special |
Custom Battle Cost 1550 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
9800 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu11_cygor |
├ Man Entity wh_main_monster_giant_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 9792 |
6500 |
└ Man Mass 6500.0000 |
50 |
├ Armour wh2_main_leather_50 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 75 |
39 |
└ Man Speed 39 |
Melee Attack 44 |
25 |
450 |
├ Melee Weapon wh_dlc03_bst_cygor |
├ Base Weapon Damage 135 |
├ Armour-Piercing Weapon Damage 315 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 28 |
Ammunition 25 |
Range 400 |
373 |
├ Missile Weapon wh_dlc03_bst_cygor_rock |
├ Projectile wh_dlc03_bst_cygor_boulder |
├ Base Missile Damage 84 |
├ Armour-Piercing Missile Damage 336 |
├ Base Explosive Damage 55.0000 |
├ Armour-Piercing Explosive Damage 85.0000 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 15 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Soul Eater
Cygors crave the souls of enemy Wizards more than anything else.
Miscast Chance x 150%
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 [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |