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HomeHome / Total War: WARHAMMER III / Harbinger of Disaster / Units / Cygor
Cygor Harbinger of DisasterHarbinger of Disaster Monsters & Beasts

Cygor

Plagued by visions, Cygors are cursed to see the Winds of Chaos. Naturally, this makes them mad and extremely dangerous.

Cygors are distant cousins of Minotaurs but, because they hail from the most tainted of all the realms of the Old World, they have diverged greatly from their kin. They are huge, hideously malformed giants, each possessed of a single eye in the centre of its forehead. Through this eye the Cygor is cursed to see not the material realm that mortals perceive, but the ever-shifting Winds of Chaos as they blow through and around the indistinct, ghostly shapes that populate their world. Assailed by such visions since birth, Cygors are all quite mad. The sheer size and ferocity of a Cygor is terrifying enough to mortals, but those who know of their terrible hunger fear them above all else. To the mage, a Cygor is utterly fearsome, for he knows that of all the warriors on the field of battle it is him alone the Cygor wishes to catch in its gnarled and calloused hands, his flesh it wants to tear apart, and his soul it must devour to slake its unending thirst.

Cygor

Unit Name

Cygor

Main Unit Key

wh_dlc03_bst_inf_cygor_0

Land Unit Key

wh_dlc03_bst_inf_cygor_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Specialist Artillery

Caste

Missile Infantry

Category

Missile Infantry

Class

Special

Custom Battle Cost

1550

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

9800

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu11_cygor

├ Man Entity

wh_main_monster_giant_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

9792

Mass

6500

└ Man Mass

6500.0000

Armour

50

├ Armour

wh2_main_leather_50

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

39

└ Man Speed

39

Melee Attack

44

Melee Defence

25

Weapon Strength

450

├ Melee Weapon

wh_dlc03_bst_cygor

Base Weapon Damage

135

Armour-Piercing Weapon Damage

315

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

28

Ammunition

25

Range

400

Missile Strength

373

├ Missile Weapon

wh_dlc03_bst_cygor_rock

├ Projectile

wh_dlc03_bst_cygor_boulder

Base Missile Damage

84

Armour-Piercing Missile Damage

336

Base Explosive Damage

55.0000

Armour-Piercing Explosive Damage

85.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

15

Accuracy

10

Reload Skill

0

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%
  • Soul Eater
    Cygors crave the souls of enemy Wizards more than anything else.
    Miscast Chance x 150%

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.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • 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.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Recuitment Requirement
Maximum Number 1