Giant
Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart.Giants are monstrous humanoids with boundless strength and a prodigious appetite for violence, flesh, and alcohol. They are most often encountered in the far north of the world, being fond of cold, rocky climes. However, some do make the deep forest their homes, whilst others descend from lairs in the World's Edge or Middle Mountains to join bands of Beastmen. Those that live in the forest are a particularly vile example of their breed. Their skin is often covered in green and brown mould, fungus and moss, whilst their long beards are matted and tangled with ivy and creepers. Giants do not make common cause with the warherds, instead following in their wake, joining in with the slaughter and slaking their hunger on cattle and their thirst on looted barrels of ale. Occasionally one of the forest-dwellers might be bound to the will of a shaman by way of dark arts. Such a beast, emerging from the trees, trailing rotting litter, swathed in twisting vines and stinking of rank, woodland decay is enough to fill superstitious soldiers with heart-stopping horror.
Unit Name Giant |
Main Unit Key wh_dlc03_bst_mon_giant_0 |
Land Unit Key wh_dlc03_bst_mon_giant_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1400 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
12620 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu4_beastmen_giant_club |
├ Man Entity wh_main_monster_giant_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 12612 |
6500 |
└ Man Mass 6500.0000 |
50 |
├ Armour wh2_main_body_50 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 100 |
39 |
└ Man Speed 39 |
Melee Attack 65 |
30 |
700 |
├ Melee Weapon wh_main_club_giant |
├ Base Weapon Damage 200 |
├ Armour-Piercing Weapon Damage 500 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 40 |
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%
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. -
Wallbreaker
Allows the unit to attack and destroy walls in melee.
Strengths & Weaknesses
- 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. - 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 effects a large area. - 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 |