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HomeHome / Total War: WARHAMMER III / Vampire Coast Rebels / Units / Necrofex Colossus
Necrofex Colossus Vampire Coast RebelsVampire Coast Rebels Missile Monsters & Beasts

Necrofex Colossus

A colossal walking frame of galleon-torn timber, iron, and man-flesh, relentlessly driven by a vortex of deathly energy.

The unhallowed form of the Necrofex Colossus is one of the most terrifying anathema known to arcane lore. Varying in composition, they always hold true to the same basic form – a monstrous humanoid shape akin to a giant, fashioned upon a frame of galley-torn timber, iron, or bone, onto which the ‘flesh’ and musculature of the dead has been bound and shaped, with scores of corpses used in their creation. These gargantuan monstrosities fear neither pain nor injury, for they are walking vortexes of deathly energies around which the souls of the damned howl and against which few mortals can stand. With so much unholy power concentrated in their forms, a Necrofex Colossus is no mere mindless thrall, but possesses a deathly will and dark appetite of its own, often outlasting its creator or even proving their undoing should its master’s control slip even for a moment.

Necrofex Colossus

Unit Name

Necrofex Colossus

Main Unit Key

wh2_dlc11_cst_mon_necrofex_colossus_0

Land Unit Key

wh2_dlc11_cst_mon_necrofex_colossus_0

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Artillery Monster

Caste

Monster

Category

War Beast

Class

Missile Infantry

Custom Battle Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Number of Units

5

Hit Points

47335

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_gi2_colossus_wb_crew_1

├ Man Entity

wh2_dlc11_cst_mon_necrofex_colossus

├ Man Hit Points

8

├ Num Men

5

└ Bonus Hit Points

9459

Mass

5500

└ Man Mass

5500.0000

Armour

75

├ Armour

wh2_main_body_75

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

45

└ Man Speed

45

Melee Attack

42

Melee Defence

30

Weapon Strength

412

├ Melee Weapon

wh2_dlc11_cst_necrofex_colossus

Base Weapon Damage

103

Armour-Piercing Weapon Damage

309

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

Ammunition

22

Range

330

Missile Strength

567

├ Missile Weapon

wh2_cst_necrofex_colossus_cannon

├ Projectile

wh2_cst_necrofex_colossus_cannon_ball

Base Missile Damage

33

Armour-Piercing Missile Damage

137

├ Number of Projectiles

4

├ Shots per volley

1

Reload Time

12

Accuracy

10

Reload Skill

0

Abilities

  • Abandon Ship!
    "Every man for 'imself! Swim for it!!"
  • Extra Powder
    Because you can never have too much.
    Armour-Piercing Missile Damage x 130%
    Base Missile Damage x 130%
    Armour-Piercing Explosive Damage x 130%
    Base Explosive Damage x 130%
  • 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%
  • 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.
  • 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.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

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.
  • Armour-Piercing Missiles
    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.
  • Fire whilst moving
    This unit can fire while on the move.