War Mammoth (Warshrine)
This vicious beast carries a warshrine aloft, carrying blasphemous icons and unholy relics to battle in sight of the Chaos Gods.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 War Mammoth (Warshrine) |
Main Unit Key wh_dlc08_nor_mon_war_mammoth_2 |
Land Unit Key wh_dlc08_nor_mon_war_mammoth_2 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group War Mammoth |
Caste Monster |
Category War Beast |
Class Melee Infantry |
Custom Battle Cost 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
Number of Units 1 |
14136 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_axe_and_shield |
├ Man Entity wh_main_infantry_rider |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 14128 |
100 |
└ Man Mass 100.0000 |
70 |
├ Armour wh2_main_plate_70 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
33 |
└ Man Speed 33 |
Melee Attack 34 |
30 |
525 |
├ Melee Weapon wh_dlc08_nor_mammoth_tusks |
├ Base Weapon Damage 155 |
├ Armour-Piercing Weapon Damage 370 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 34 |
Charge Bonus 68 |
Abilities
-
Giver of Glory
The shrinemaster implores the fickle Chaos Gods for their aid, bestowing their dark blessings upon nearby champions.
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +20 -
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% -
Favour of the Ruinous Powers
When the Dark Gods bless the faithful assembled from atop their mighty battle-altars, loyalty is assured forevermore.
Leadership +10
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. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Chaos Warshrine
The presence of a Chaos Warshrine empowers the leadership of any nearby friendly units.
Additionally, any entity (friend or foe) that is killed near the Chaos Warshrine increases the intensity of the "Giver of Glory" ability. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |