Terrorgheist
The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies.In death, a Terrorgheist becomes a nightmare made real. Guided by its master's will, the monstrosity creaks through the clouds above the battlefield on blotch-skinned pinions, its rotten flesh and withered organs open to the night air. Clotted hanks of fur cling in patches to its skeletal neck, and its skull swings from side to side as it tracks its prey on the plains below. It is the deathly shriek of an Unliving Terrorgheist that is perhaps its most fearsome aspect. As the magics of Undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise into a barrage of eldritch power. Some say the Terrorgheist's shriek is nothing less than the screams of the damned, channelled directly from the Realm of Chaos. It matters little to the Terrorgheist's prey, for so devastating is its sonic attack that is can cause a man to die of fright in an instant. By venting this unholy noise as it drives down upon its prey, a Terrorgheist can cripple an enemy regiment moments before it slams into the reeling survivors, slaughtering the rest with tooth and claw.
Unit Name Terrorgheist |
Main Unit Key wh_main_vmp_mon_terrorgheist |
Land Unit Key wh_main_vmp_mon_terrorgheist |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Flying Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 2050 |
Recruitment Cost 2050 |
Upkeep Cost 513 |
Number of Units 1 |
8289 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts bi2_terrorgheist |
├ Man Entity wh_main_flying_terrorgheist_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8281 |
2200 |
└ Man Mass 2200.0000 |
80 |
├ Armour wh2_main_bone_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 45 |
65 |
└ Man Speed 65 |
Melee Attack 41 |
47 |
420 |
├ Melee Weapon wh_main_vmp_terrorgheist |
├ Base Weapon Damage 125 |
├ Armour-Piercing Weapon Damage 295 |
├ Bonus vs. Large 25 |
└ Bonus vs. Infantry 0 |
Charge Bonus 40 |
Abilities
-
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% -
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 to Fire Damage -20 -
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. -
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 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |