The Sphinx of Usekph (Necrosphinx)
The fury of the gods made stone, these chosen Sphinxes augment their brutal scythe-attack with magic and fire.Necrosphinxes are nightmarish beasts of destruction that glide through the air in bounding leaps before falling amongst their terrified prey, scything down the living as mortals reap the wheat of the field. None can stand against such terrifying beings, and only when all before them have been butchered will they stop. A Necrosphinx is a bizarre and horrifying statue - a strange amalgamation of the mythical beasts that are said to inhabit the Nehekharan Underworld, maintaining order amongst the honoured dead. It has a torso and face of a man, and is armed with gigantic, scything blades that can sever the neck of a Dragon in a single slice. Many also have a scorpion-like tail, better enabling them to stand sentry against the predations of evil. Finally, sprouting from the statue's back are a pair of ornate wings which mimic those of the falcons that circle the highest levels of the Underworld, keeping watch so that the souls of the damned may not escape.
Unit Name The Sphinx of Usekph (Necrosphinx) |
Main Unit Key wh2_dlc09_tmb_mon_necrosphinx_ror |
Land Unit Key wh2_dlc09_tmb_mon_necrosphinx_ror |
Land Unit Group Parents Constructs |
Land Unit Group Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 2350 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
9780 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts ce3_necrosphinx_blades |
├ Man Entity wh2_dlc09_tmb_mon_necrosphinx |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 9772 |
5500 |
└ Man Mass 5500.0000 |
100 |
├ Armour wh2_dlc09_bone_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
68 |
└ Man Speed 68 |
Melee Attack 61 |
50 |
550 |
├ Melee Weapon wh2_dlc09_swords_necrosphinx_RoR |
├ Base Weapon Damage 150 |
├ Armour-Piercing Weapon Damage 400 |
├ Bonus vs. Large 35 |
└ Bonus vs. Infantry 0 |
Charge Bonus 52 |
Abilities
-
Disintegrating
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand. -
Crumbling
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve. -
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. -
Construct
This unit is an animated construct (does not rout, is immune to terror, becomes unstable when Leadership is low). Necrotects can push it to its full combat potential and restore it in battle.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |