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HomeHome / Total War: WARHAMMER / Beastmen / Units / Khorrok's Manrippers (Bestigor Herd)
Khorrok's Manrippers (Bestigor Herd) BeastmenBeastmen Melee Infantry

Khorrok's Manrippers (Bestigor Herd)

More brutish than other Bestigor herds, the Manrippers can resist the charge of the most colossal opponents.

The strongest and meanest of the Beastmen footsoldiers are known as Bestigors. Their size and ferocity means they carve a privileged position within the warherd, enforcing their superiority over the Gors and Ungors with random acts of excessive violence. In battle, Bestigors form a solid, armoured mass of muscle and iron that charges forward with a terrifying momentum. They seek out the elite of the enemy army - who inherently challenge their dominant status - then wield their huge axes like executioner's blades, hewing the foe limb from limb and trampling their broken bodies into the mud beneath their unshod hooves.

Khorrok's Manrippers (Bestigor Herd)

Unit Name

Khorrok's Manrippers (Bestigor Herd)

Main Unit Key

wh_pro04_bst_inf_bestigor_herd_ror_0

Land Unit Key

wh_pro04_bst_inf_bestigor_herd_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Glaive Infantry

Naval Unit Group

Glaive Infantry

Soldiers

80

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

275

Melee Attack

41

Weapon Strength (Weapon Damage)

40

├ Melee Weapon

wh_pro04_bst_bestigor_halberd

├ Melee Damage Base

13

├ Melee Damage Ap

27

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

16

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

47

├ Base Defence

47

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh_dlc03_bst_heavy

├ Armour Defence

100

└ Shield Armour

0

Health

101

├ Man Entity

wh_dlc03_bst_inf_bestigor_blood_dismembers

├ Man Speed

37

├ Man Health

8

└ Bonus Hit Points

93

Leadership (Base Morale)

75

Abilities

  • Primal Fury
    Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
An Eye For An Eye