Tomb Scorpion
They can burrow for leagues when summoned, bursting into battle with a blast of sand and snapping limbs.Tomb Scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, lacquered wood and fused bone. Burrowing beneath the surface of the desert, they attack suddenly and without warning, exploding into the fray in a shower of sand. They are lethal foes, for a Tomb Scorpion's tail carries a potent sting that can incapacitate the largest foes, and they have powerful pincers that can slice a man in half. As they scuttle forward on eight segmented legs, they hack apart anything in their path. When the Tomb Kings go to war, the Liche Priests send out their magical call and summon the Tomb Scorpions into wakefulness. Those Tomb Scorpions that respond to the incantations will travel for leagues beneath the ground before clawing their way to the surface and falling upon their enemies with razor-sharp claws and stinging tails. It is a truly terrifying sight to behold the sands parting to reveal the monstrous form of a Tomb Scorpion, and very often, last thing that their enemies will ever witness.
Unit Name Tomb Scorpion |
Main Unit Key wh2_dlc09_tmb_mon_tomb_scorpion_0 |
Land Unit Key wh2_dlc09_tmb_mon_tomb_scorpion_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monster |
Naval Unit Group Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Cost 1000 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Melee Attack 35 |
380 |
├ Melee Weapon wh2_dlc09_tmb_scorpion_claws |
├ Melee Damage Base 110 |
├ Melee Damage Ap 270 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 15 |
Charge Bonus 45 |
33 |
├ Base Defence 33 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_dlc10_bone_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
6020 |
├ Man Entity wh2_dlc09_tmb_mon_tomb_scorpion |
├ Man Speed 50 |
├ Man Health 8 |
└ Bonus Hit Points 6012 |
Leadership (Base Morale) 55 |
Abilities
- Disintegrating
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand. - Crumbling
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
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. - Construct
This unit is an animated construct (does not rout, is immune to terror, becomes unstable when Leadership is low). Necrotects can push it to its full combat potential and restore it in battle. - {{tr:guerrilla_deployment}}
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Construct
This unit is an animated construct (does not rout, is immune to terror, and becomes unstable when Leadership is low). Necrotects can push it to its full combat potential and restore it in battle. - Causes Terror
This unit can 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 affects a large area.
Faction Availability | |
---|---|
The Eye of the Vortex |