

Necrofex Colossus
A colossal walking frame of galleon-torn timber, iron, and man-flesh, relentlessly driven by a vortex of deathly energy.The unhallowed form of the Necrofex Colossus is one of the most terrifying anathema known to arcane lore. Varying in composition, they always hold true to the same basic form – a monstrous humanoid shape akin to a giant, fashioned upon a frame of galley-torn timber, iron, or bone, onto which the ‘flesh’ and musculature of the dead has been bound and shaped, with scores of corpses used in their creation. These gargantuan monstrosities fear neither pain nor injury, for they are walking vortexes of deathly energies around which the souls of the damned howl and against which few mortals can stand. With so much unholy power concentrated in their forms, a Necrofex Colossus is no mere mindless thrall, but possesses a deathly will and dark appetite of its own, often outlasting its creator or even proving their undoing should its master’s control slip even for a moment.
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Unit Name Necrofex Colossus |
Main Unit Key wh2_dlc11_cst_mon_necrofex_colossus_0 |
Land Unit Key wh2_dlc11_cst_mon_necrofex_colossus_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Monster |
Category War Beast |
Class Missile Infantry |
Custom Battle Cost 1900 |
Recruitment Cost 1900 |
Upkeep Cost 475 |
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├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_cst_zombie_gi2_colossus_wb_crew_1 |
├ Man Entity wh2_dlc11_cst_mon_necrofex_colossus |
├ Man Hit Points 8 |
├ Num Men 5 |
└ Bonus Hit Points 9459 |
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└ Man Mass 5500.0000 |
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├ Armour wh2_main_body_75 |
├ Shield none |
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└ Man Speed 45 |
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├ Melee Weapon wh2_dlc11_cst_necrofex_colossus |
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├ Missile Weapon wh2_cst_necrofex_colossus_cannon |
├ Projectile wh2_cst_necrofex_colossus_cannon_ball |
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├ Number of Projectiles 4 |
├ Shots per volley 1 |
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Abilities
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Abandon Ship!
"Every man for 'imself! Swim for it!!" -
Extra Powder
Because you can never have too much.Armour-Piercing Missile Damage x 130%
Base Missile Damage x 130%
Armour-Piercing Explosive Damage x 130%
Base Explosive Damage x 130%
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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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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. -
Fire Whilst Moving
This unit can fire while on the move. -
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. - 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.
- Armour-Piercing Missiles
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.
- Fire whilst moving
This unit can fire while on the move.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |