The Great Mawherd of Bloodfjord (Feral Mammoth)
Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.
Unit Name The Great Mawherd of Bloodfjord (Feral Mammoth) |
Main Unit Key wh_dlc08_nor_mon_war_mammoth_ror_1 |
Land Unit Key wh_dlc08_nor_mon_war_mammoth_ror_1 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group War Mammoth |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
Number of Units 5 |
13460 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hq3_mammoth_boss |
├ Man Entity wh_dlc08_nor_mon_mammoth_ror_blood |
├ Man Hit Points 8 |
├ Num Men 5 |
└ Bonus Hit Points 2684 |
6500 |
└ Man Mass 6500.0000 |
30 |
├ Armour wh2_main_leather_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
56 |
└ Man Speed 56 |
Melee Attack 34 |
20 |
130 |
├ Melee Weapon wh_dlc08_nor_mammoth_tusks_ror |
├ Base Weapon Damage 30 |
├ Armour-Piercing Weapon Damage 100 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 17 |
Charge Bonus 73 |
Abilities
-
Enrage
You really don't want to make them angry. No, *really*.
[[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +40
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
- 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-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 | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |