Bloated Corpse
Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin.A troop of zombie pirates is as macabre a sight as any Necromancer’s ghostly, rotting horde. The bodies of those brought back into existence as Unliving automatons continue to rot once they are reanimated, so necromantic admirals tend to raise crewmen from the freshest victims possible. Sometimes a corpse may have spent weeks floating in the ocean before it is raised, however, becoming swollen with noxious gases over time, its tissues seeping from rotten and tattered skin which blisters and turns to a greenish hue. In reanimating such a grotesquery to fight in their horde, a Lord essentially has a walking time bomb in their ranks, and a volatile one at that. It is far preferable to fight against such a creature at a distance, for when attacked, their tortured forms may suddenly disintegrate in a poisonous shower of decomposing internal organs and diseased fluids.
Unit Name Bloated Corpse |
Main Unit Key wh2_dlc11_cst_mon_bloated_corpse_0 |
Land Unit Key wh2_dlc11_cst_mon_bloated_corpse_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Exploding Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 425 |
Recruitment Cost 425 |
Upkeep Cost 106 |
Number of Units 1 |
1608 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu13_cst_bloated_corpse |
├ Man Entity wh2_dlc11_monster_bloated_corpse_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 1600 |
1500 |
└ Man Mass 1500.0000 |
0 |
├ Armour wh_main_body_0 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 100 |
38 |
└ Man Speed 38 |
Melee Attack 75 |
40 |
450 |
├ Melee Weapon wh2_dlc11_cst_bloated_corpse |
├ Base Weapon Damage 150 |
├ Armour-Piercing Weapon Damage 300 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 34 |
Abilities
-
Gaseous Demise
Some drowned sailors lurch from the sea swollen with noxious gases, ready to explode upon contact with enemy blades. Keep well back! -
Noxious Disintegration
Corpses bloated from spending too long at sea are like foul, decomposing balloons waiting to burst. -
Exploding Unit
This is a hidden ability that enables some flashy persistent banner VFX to indicate that a unit explodes -
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.
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
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. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |