


Death Shriek Terrorgheist
A piercing scream, a swooping shadow upon the water – a dead body drained of blood.Amongst the impassably jagged rocks of the world’s most inhospitable ocean shorelines, the flying scourges of the sea known as Death Shriek Terrorgheists make their homes within hidden caves. Like their Sylvanian equivalents, they are titanic, dragon-sized bats that can only be controlled by Necromantic means once killed, which is no easy feat to begin with. All Terrorgheists are ambush hunters, but the marine varieties are set apart from their land-haunting cousins by the difference in their habitat. The lack of land features which would usually facilitate the Terrorgheist’s element of surprise has resulted in it adapting its Death Shriek to be a much more powerful weapon. With a piercing scream that paralyses the passengers and crew of any ship it encounters, it swoops down to gather its prey directly from the decks, scooping them up within its talons before returning to its lair to glut itself on warm blood.
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Unit Name Death Shriek Terrorgheist |
Main Unit Key wh2_dlc11_cst_mon_terrorgheist |
Land Unit Key wh2_dlc11_cst_mon_terrorgheist |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts bi2_terrorgheist |
├ Man Entity wh2_dlc11_cst_terrorgheist_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8536 |
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└ Man Mass 1600.0000 |
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├ Armour wh2_main_bone_80 |
├ Shield none |
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└ Man Speed 65 |
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├ Melee Weapon wh2_dlc11_cst_terrorgheist |
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Abilities
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Death Shriek
Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage. -
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%
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Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Weakness toFire Damage -20
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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
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Causes Fear
This unit frightens all enemy units, reducing theirleadership when nearby. It is also immune to fear. Fear penalties do not stack.
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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. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when{{tr:morale}} is low).
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart fromArmour-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 ofarmour-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.
- Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned thatflaming attacks will cause more damage to units with Regeneration.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |