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HomeHome / Total War: WARHAMMER III / Talsyn / Units / Zoats
Zoats TalsynTalsyn Monsters & Beasts

Zoats

Its origins and purpose are a mystery, but a Zoat’s legendary strength and innate power are known by all who share its battlefield.

Massive, mace-wielding, and aggressively territorial when encountered up close, Zoats are in fact highly magical creatures that prefer to avoid detection in the wild. Instead they will rouse the trees and undergrowth to crush and strangle interlopers before taking any direct action. Their magical abilities are used in an instinctive manner not gained through study or ritual, enabling them to imbue a forest with a reputation so dreadful that even marauding Orcs and rampaging warherds will give the area a wide berth. When eldritch storms erupt upon the world, it is possible to draw the creatures out of their reclusive forest homes to bind them into service. On the battlefield a Zoat can knock swathes of enemies down with a single sweeping swing of its weapon while simultaneously using its innate connection to the Winds of Magic.

Zoats

Unit Name

Zoats

Main Unit Key

wh2_dlc16_wef_mon_zoats

Land Unit Key

wh2_dlc16_wef_mon_zoats

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Beasts

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1700

Recruitment Cost

1700

Upkeep Cost

425

Number of Units

16

Hit Points

8416

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

ce2_dlc16_zoat_2handed_mace

├ Man Entity

wh2_dlc16_wef_zoat_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

518

Mass

1700

└ Man Mass

1700.0000

Armour

60

├ Armour

wh2_main_body_60

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

64

└ Man Speed

64

Melee Attack

30

Melee Defence

40

Weapon Strength

100

├ Melee Weapon

wh2_dlc16_wef_zoat

Base Weapon Damage

30

Armour-Piercing Weapon Damage

70

Bonus vs. Large

26

Bonus vs. Infantry

0

Charge Bonus

28

Abilities

  • Earth Blood
    The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
  • Flesh to Stone
    This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +60

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Forest Stalker
    The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.
  • 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.