Great Taurus
As creatures of flame and ash, the Red Bulls of Hashut cannot stray far from the Dark Lands save for when the Winds of Magic – and Aqshy specifically – are at their strongest.The Great Taurus is a huge and terrifying monster with the body of a massive bull and membranous wings like a Dragon. These creatures are stabled in great pens beneath the Temple of Hashut, the bull god of the Chaos Dwarfs. Powerful Chaos Dwarfs ride Great Tauruses into battle, the creatures burning with a terrific intensity, so that their whole bodies are wreathed in fire and smoke. Indeed, so angrily and hot does their skin burn, swords and axes become molten and blunt in the very process of striking it. When Great Tauruses move across the ground, sparks and lightning fly from their hooves. The beasts breathe fire in great snorting bursts, leading to the Chaos Dwarfs sometimes calling them the "Red Bulls of Hashut".
Unit Name Great Taurus |
Main Unit Key wh3_dlc23_chd_mon_great_taurus |
Land Unit Key wh3_dlc23_chd_mon_great_taurus |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Flying Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1200 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Number of Units 1 |
6668 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts ox1_dlc23_taurus |
├ Man Entity wh3_dlc23_chd_mon_great_taurus |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 6660 |
4000 |
└ Man Mass 4000.0000 |
50 |
├ Armour wh2_main_body_50 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
62 |
└ Man Speed 62 |
Melee Attack 46 |
28 |
450 |
├ Melee Weapon wh3_dlc23_chd_mon_great_taurus |
├ Base Weapon Damage 130 |
├ Armour-Piercing Weapon Damage 320 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 80 |
Abilities
-
Blazing Body
Birthed in the boiling blood of Hashut's burning sacrifices, this one radiates molten heat that weakens any foe close enough to attack.
Melee Damage Reflection +25
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +10 -
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. -
Can Fly
This unit can fly.
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 Melee
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. - Flaming Attacks
This unit inflicts flaming attacks. Units hit by flaming attacks heal at half the usual rate whilst 'on fire’ and sustain additional damage if vulnerable to fire.
Faction Availability | |
---|---|
The Realm of Chaos |