Bloodwrack Shrine
To the Druchii, the scent of suffering is akin to the finest perfume, and no sound more despairing than the twisted echo of a shrine-bound Medusa.When a great campaign beckons, the Hag Sorceress sends warriors into the caverns below the Spiteful Peaks to return with Bloodwrack Medusae in tow, their claws bound and their faces masked. At Morathi's direction, the captives are chained to Atharti's great Bloodwrack Shrines and propelled by Dark Magic to the very forefront of the assembled armies. A Bloodwrack Medusa's gaze is a fearsome weapon; should a victim's eyes lock with hers for even a second, his lifeblood violently rebels, flooding from every pore until his body collapses into a pool of its own gore. It is to guard against this that the shrinekeepers wear masks polished to a mirror-like sheen. Worse still, all who fight nearby find their minds twisted by an echo of the Medusa's endless despair. All save the Dark Elves, that is; to them, the scent of suffering is akin to the finest perfume – a heady brew when mixed with the tang of freshly-spilled blood.
Unit Name Bloodwrack Shrine |
Main Unit Key wh2_dlc14_def_veh_bloodwrack_shrine_0 |
Land Unit Key wh2_dlc14_def_veh_bloodwrack_shrine_0 |
Land Unit Group Parents Artillery & War Machines |
Land Unit Group Magic Chariot |
Caste War Machine |
Category War Machine |
Class Chariot |
Custom Battle Cost 1800 |
Recruitment Cost 1800 |
Upkeep Cost 450 |
Number of Units 1 |
7116 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts sn2_dlc14_wm_bloodwrack_shrine01_medusa_2h_halberd |
├ Engines of War wh2_dlc14_def_veh_bloodwrack_shrine |
├ Engine Entity wh2_dlc14_vehicle_bloodwrack_shrine |
├ Engine Hit Points 8 |
├ Num Engines 1 |
├ Man Entity wh2_dlc14_def_mon_medusa |
├ Man Hit Points 8 |
├ Num Men 3 |
└ Bonus Hit Points 7084 |
3000 |
├ Engine Mass 1700.0000 |
└ Man Mass 1300.0000 |
80 |
├ Armour wh2_main_plate_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
50 |
├ Engine Speed 50 |
└ Man Speed 58 |
Melee Attack 22 |
26 |
200 |
├ Melee Weapon wh2_dlc14_def_bloodwrack_shrine |
├ Base Weapon Damage 120 |
├ Armour-Piercing Weapon Damage 80 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 20 |
Charge Bonus 39 |
Ammunition 35 |
Range 125 |
338 |
├ Missile Weapon wh2_dlc14_def_medusa_gaze |
├ Projectile wh2_dlc14_def_medusa_gaze |
├ Base Missile Damage 30 |
├ Armour-Piercing Missile Damage 60 |
├ Base Explosive Damage 120.0000 |
├ Armour-Piercing Explosive Damage 60.0000 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 8 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Aura of Agony
Enemies who fight near a Bloodwrack Shrine find their minds twisted by the echo of the Medusa’s endless despair.
Melee Defence -7
Leadership -4 -
Aura of Ardour
The pain of a shrine-bound Medusa permeates the battlefield, exuding a scent of suffering that invigorates those fighting alongside her.
Melee Attack +7
Leadership +4 -
Murderous Prowess
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
Armour-Piercing Missile Damage x 120%
Charge Bonus x 125%
Melee Attack x 125%
Leadership +15 -
Murderous Prowess Indicator
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades! -
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. -
Fire Whilst Moving
This unit can fire while on the move.
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 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. - 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. - Magical Aura
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Faction Availability | |
---|---|
Immortal Empires |