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Warherd of the One-Eye (An Eye For An Eye)Warherd of the One-Eye (An Eye For An Eye) Spear Infantry


Ungors (meaning 'no-horns' in the Beastmen tongue) are not as strong or robust of frame as the Gors, but they more than make up for it in sheer malevolence. They are physically smaller than other Beastmen and their horns, if they have any, are less impressive and numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type of beast acknowledged by the Gors. Due to this, they are not considered to be 'proper' Beastmen. The race of men, on the other hand, does not draw such distinctions. To them the Ungors are just as horrible, horns or no, for they are twisted aberrations of nature that live to murder and despoil all that is good and wholesome. Ungors are considerably more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor brethren. So it is that Ungors fulfil a vital role in the society of the tribe, for without them, the herd would soon be bereft of weaponry. Most Ungors take to the field in large herds, arming themselves with stout spears with which to impale their prey and carrying crude shields to protect their grotesque pot-bellied bodies. In battle, Ungors are bullied into a semblance of order by the largest of their number, known as Halfhorns, who seeks a position in the battle line from which they can inflict the most pain and suffering upon the foe.

Unit Name

Main Unit Key

wh_pro04_bst_inf_ungor_spearmen_ror_0

Land Unit Key

wh_pro04_bst_inf_ungor_spearmen_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Spear Infantry

Naval Unit Group

Spear Infantry

Soldiers

160

Caste

Melee Infantry

Category

Melee Infantry

Class

Spear Infantry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

138

Melee Attack

29

Weapon Strength (Weapon Damage)

22

├ Melee Weapon

wh_pro04_bst_ungor_spear_0

├ Melee Damage Base

18

├ Melee Damage Ap

4

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

12

└ Bonus vs Infantry

0

Charge Bonus

7

Melee Defence

46

├ Base Defence

46

├ Shield

wh_missile_block_35_wood

└ Shield Defence

0

Armour

50

├ Armour

wh_dlc03_bst_cloth

├ Armour Defence

15

└ Shield Armour

35

Health

48

├ Man Entity

wh_dlc03_bst_inf_ungor_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

40

Leadership (Base Morale)

65

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

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour.
  • 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
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