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.
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 |
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 |
47 |
├ Base Defence 47 |
├ Shield none |
└ Shield Defence 0 |
100 |
├ Armour wh_dlc03_bst_heavy |
├ Armour Defence 100 |
└ Shield Armour 0 |
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 | |
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Maximum Number | 1 |
Faction Availability | |
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An Eye For An Eye |