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HomeHome / Total War: WARHAMMER III / World Walkers / Units / Soulcrusher (War Mammoth)
Soulcrusher (War Mammoth) World WalkersWorld Walkers Monsters & Beasts

Soulcrusher (War Mammoth)

A legendary destroyer of both the physical and metaphysical, annihilating souls by trampling foes into an unrecognisable pulp.

Roaming across the frozen north are the woolly colossuses of the Old World – the gargantuan Feral Mammoths. With their elephantine trunks and great curved tusks, they are not unlike living mountains, feeding off the thorny barrens and causing the ground to quake as they follow their endless migration paths. The Northmen frequently seek them out as abandoned calves, for if a mammoth is trained early enough, it can be brought into battle as a highly effective trampling weapon that can easily reduce enemies to bloody ground-smears. Exposure to Chaos-tainted materials has resulted in some of the species mutating into larger and more aggressive versions of the regular feral variety, sometimes sprouting extra horns that make them desirable to be ridden into battle as War Mammoths.

Soulcrusher (War Mammoth)

Unit Name

Soulcrusher (War Mammoth)

Main Unit Key

wh_pro04_nor_mon_war_mammoth_ror_0

Land Unit Key

wh_pro04_nor_mon_war_mammoth_ror_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Mammoth

Caste

Monster

Category

War Beast

Class

Melee Infantry

Custom Battle Cost

2400

Recruitment Cost

2400

Upkeep Cost

600

Number of Units

6

Hit Points

84576

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_norsca_wb_mammoth_javelin

├ Man Entity

wh_main_infantry_rider

├ Man Hit Points

8

├ Num Men

6

└ Bonus Hit Points

14088

Mass

100

└ Man Mass

100.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

43

Melee Defence

39

Weapon Strength

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

Base Weapon Damage

155

Armour-Piercing Weapon Damage

370

Bonus vs. Large

0

Bonus vs. Infantry

34

Charge Bonus

68

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%
  • Enrage
    You really don't want to make them angry. No, *really*.
    [[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +40

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.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
Immortal Empires