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

Giant

Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart.

Giants are monstrous humanoids with boundless strength and a prodigious appetite for violence, flesh, and alcohol. They are most often encountered in the far north of the world, being fond of cold, rocky climes. However, some do make the deep forest their homes, whilst others descend from lairs in the World's Edge or Middle Mountains to join bands of Beastmen. Those that live in the forest are a particularly vile example of their breed. Their skin is often covered in green and brown mould, fungus and moss, whilst their long beards are matted and tangled with ivy and creepers. Giants do not make common cause with the warherds, instead following in their wake, joining in with the slaughter and slaking their hunger on cattle and their thirst on looted barrels of ale. Occasionally one of the forest-dwellers might be bound to the will of a shaman by way of dark arts. Such a beast, emerging from the trees, trailing rotting litter, swathed in twisting vines and stinking of rank, woodland decay is enough to fill superstitious soldiers with heart-stopping horror.

Giant

Unit Name

Giant

Main Unit Key

wh_dlc03_bst_mon_giant_0

Land Unit Key

wh_dlc03_bst_mon_giant_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1400

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

12620

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu4_beastmen_giant_club

├ Man Entity

wh_main_monster_giant_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

12612

Mass

6500

└ Man Mass

6500.0000

Armour

50

├ Armour

wh2_main_body_50

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

39

└ Man Speed

39

Melee Attack

65

Melee Defence

30

Weapon Strength

700

├ Melee Weapon

wh_main_club_giant

Base Weapon Damage

200

Armour-Piercing Weapon Damage

500

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

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%

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.
  • Wallbreaker
    Allows the unit to attack and destroy walls in melee.

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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Recuitment Requirement
Maximum Number 1