Unit:Alchemic Abomination

This unit is still in testing. It should not be used in official games


Alchemic Abomination
62 Points
Magic, Large Unit
HP = 56
Movement = 6"

Defense
Pulsating Flesh
Dodge Bonus = +1
Armor = None


Attacks
Unnatural Weapons
Type = Bludgeoning
Range = Melee
Hit Bonus = +3
Damage = 3D6 +1


Special Abilities
Biokinesis = The Alchemic Abomination's body has been pumped full of so many potions and elixirs that it body's physical properties can be bent at its will. In Place of moving or in place of attacking the Alchemic abomination can change the damage type of its Unnatural Weapons attack to Slashing, Piercing, Bludgeoning, Magic, or Siege.


Magus Abominor, or Alchemic Abomination, is another of the Legion's warbeasts. Its hulking form, accentuated by its pulsating flesh, is a terrifying sight. The Abomination is a result of a failed or flawed experiment. This human volunteer was, at one time, intended to become, an equally monstrous beast, the Ouroboros. The subjects gain some of the appearance; eyes, scales, and tongue of the Ouroboros. The subject loses all memory of his past life, but retains most of his intelligence. The benefits gained are a great constitution and the ability to fashion any weapon necessary. The magic used for the ritual makes it so the Abomination can morph his limbs into any weapon effective against any foe. Abominations are equally effective at cutting down troops and smashing through fortified defenses. This transmutation comes at a price though, the Abomination's skin is susceptible to most forms of attack. While not the figurehead of the army, the Abomination still fills the niche of heavy assault very well.

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