Left Panel
menu
HomeHome / Total War: WARHAMMER III / The Drowned / Units / Animated Hulks
Animated Hulks The DrownedThe Drowned Monsters & Beasts

Animated Hulks

Walking, rotting Ogre flesh fused with ship debris and sea monsters makes for truly twisted abominations.

An Ogre risen from the dead is amongst the most powerful of minions a Necromancer can control, and a most terrifying abomination to face in battle. The nomadic brutes sometimes take passage aboard ocean-going vessels on their worldly travels, but most are too dim-witted to understand the risk the ocean poses to them, since their dense bellies and hulking frames make them some of the worst swimmers in existence. Whether an Ogre dies by drowning or meets its end by some other means at sea, once its massive, waterlogged corpse spends a prolonged period floating in the briny water it becomes invaluable to seafaring Necromancers. Attributed to the mysterious effects of Galleon’s Graveyard which touches everything that perishes at sea, the reanimation process applied to dead Ogres often yields unpredictable results, sometimes amalgamating their huge bodies with ship parts, or even sprouting limbs and additional heads of hideous sea monsters.

Animated Hulks

Unit Name

Animated Hulks

Main Unit Key

wh2_dlc11_cst_mon_animated_hulks_0

Land Unit Key

wh2_dlc11_cst_mon_animated_hulks_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

500

Recruitment Cost

750

Upkeep Cost

188

Number of Units

16

Hit Points

9632

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hc2_cst_hulks

├ Man Entity

wh2_dlc11_monster_animated_hulk_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

594

Mass

1500

└ Man Mass

1500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

35

Speed

42

└ Man Speed

42

Melee Attack

28

Melee Defence

24

Weapon Strength

90

├ Melee Weapon

wh2_dlc11_cst_claws_animated_hulks

Base Weapon Damage

28

Armour-Piercing Weapon Damage

62

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

12

Abilities

  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.