Butchers of Kalkengard (Minotaurs - Shields)
The towns of men are but larders of flesh for the followers of the ways of Ragush, ravager of Kalkengard.Minotaurs are massive bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Many have the cloven-hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings. Though less intelligent than Beastmen, they are unnaturally strong and powerful, and make formidable warriors. To the Minotaurs, the battlefield is a place of maddening excess. The scent of gore in their flaring nostrils drives them wild and they bellow their hunger for all to hear. They charge with a thundering impact, horns lowered to impale, then strike blow after blow against their hapless enemy. Once their victims have been hacked apart, the Minotaurs slake their thirst by tearing at the raw flesh with their gore-encrusted nails and gulping down great hunks of steaming meat whilst the battle rages on around them.
Unit Name Butchers of Kalkengard (Minotaurs - Shields) |
Main Unit Key wh_pro04_bst_inf_minotaurs_ror_0 |
Land Unit Key wh_pro04_bst_inf_minotaurs_ror_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1500 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 16 |
8704 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu12_minotaur_axe |
├ Man Entity wh_dlc03_bst_mon_minotaur_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 536 |
1600 |
└ Man Mass 1600.0000 |
45 |
├ Armour wh2_main_body_45 |
├ Shield wh_missile_block_55_wood |
└ Missile Block Chance 55 |
Leadership 85 |
62 |
└ Man Speed 62 |
Melee Attack 43 |
56 |
110 |
├ Melee Weapon wh_dlc03_bst_minotaur_axe |
├ Base Weapon Damage 33 |
├ Armour-Piercing Weapon Damage 77 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 32 |
Abilities
-
Bloodgreed
Becoming more savage and frenzied the greater the scent and sight of blood.
Charge Bonus x 115%
Melee Attack +16
Armour-Piercing Weapon Damage x 120% -
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
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Woodsman
This unit can pass through trees.
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - 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 |
Faction Availability | |
---|---|
Immortal Empires |