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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Rotting Leviathan
Rotting Leviathan Pirates of SartosaPirates of Sartosa Monsters & Beasts

Rotting Leviathan

A gargantuan, annihilative force of nature, unnaturally brought back from death to wreak yet more death.

A living Leviathan is truly a sight to behold. With the appearance of an immense crab typically measuring at least thirty feet across, its seaweed-strewn carapace is said to be as strong as steel. With beady eyes searching upon stunted stalks, it hunts for prey to grab with its claws and shove into its gaping maw. Although there was once a cult dedicated to worshipping them, Leviathans are thought not to be creatures of Chaos, just naturally destructive ones. Scholars believe that the few which exist live on the deepest sea floors, only ever rising to the surface to wreak havoc on passing galleons. In any case, it is notoriously difficult to control a living Leviathan – only once felled and killed can a Necromancer hope to bring one under their command with the appropriate incantations, a feat only achievable by the most learned magic-users.

Rotting Leviathan

Unit Name

Rotting Leviathan

Main Unit Key

wh2_dlc11_cst_mon_rotting_leviathan_0

Land Unit Key

wh2_dlc11_cst_mon_rotting_leviathan_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monster

Caste

Monster

Category

War Beast

Class

Melee Infantry

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Number of Units

5

Hit Points

49270

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_zombie_cr1_leviathon_wb_rifle

├ Man Entity

wh2_dlc11_cst_mon_rotting_leviathan_blood

├ Man Hit Points

8

├ Num Men

5

└ Bonus Hit Points

9846

Mass

5500

└ Man Mass

5500.0000

Armour

150

├ Armour

wh2_main_bone_150

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

50

└ Man Speed

50

Melee Attack

52

Melee Defence

42

Weapon Strength

400

├ Melee Weapon

wh2_dlc11_cst_rotting_leviathan_claws

Base Weapon Damage

120

Armour-Piercing Weapon Damage

280

Bonus vs. Large

0

Bonus vs. Infantry

15

Charge Bonus

24

Abilities

  • 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.
  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any attacker.
  • 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.
  • Defender
    This elite unit excels at pinning the enemy down in melee, buying time for the rest of your army to get into position.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.