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HomeHome / Total War: WARHAMMER / Ripper-Horn Tribe Brayherd (An Eye For An Eye) / Units / Bray-Shaman (Wild) (Razorgor Chariot)
Bray-Shaman (Wild) (Razorgor Chariot) Ripper-Horn Tribe Brayherd (An Eye For An Eye)Ripper-Horn Tribe Brayherd (An Eye For An Eye) Command

Bray-Shaman (Wild) (Razorgor Chariot)

The earth speaks and the Bray-Shaman hears it. Nature flows through him, giving him mastery over the land itself.

The Bray-Shamans of the Beastmen are vile to behold, their filthy bodies covered in matted fur into which all manner of crude fetishes and grim charms are woven. Their twisted features are often covered in a ragged hood, and they bear heavy braystafs as both brutal weapons and symbols of their position within the warherd. Bray-Shamans occupy a unique niche in the brutal and bitter world of the Beastmen; they have no need to defend themselves from other members of their tribe, for none would dare assault them. Not even the mightiest Beastlord would harm a Bray-Shaman, for they speak the will of the Dark Gods, and those that defy the Gods pay the highest price of all.

Bray-Shaman (Wild) (Razorgor Chariot)

Unit Name

Bray-Shaman (Wild) (Razorgor Chariot)

Main Unit Key

wh_dlc03_bst_cha_bray_shaman_wild_1

Land Unit Key

wh_dlc03_bst_cha_bray_shaman_wild_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

2

Caste

Hero

Category

War Machine

Class

Command

Custom Battle Cost

700

Recruitment Cost

1350

Upkeep Cost

338

Engine Missile Damage

0

├ Engine

wh_dlc03_bst_razorgor_chariot

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

24

Weapon Strength (Weapon Damage)

300

├ Melee Weapon

wh_dlc03_bst_chariot_hero

├ Melee Damage Base

100

├ Melee Damage Ap

200

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

20

Charge Bonus

70

Melee Defence

18

├ Base Defence

18

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh_dlc03_bst_full_plate_armor

├ Armour Defence

80

└ Shield Armour

0

Health

4218

├ Man Entity

wh_dlc03_bst_cha_gor_hero_blood_dismember

├ Man Speed

38

├ Man Health

8

├ Bonus Hit Points

4202

├ Mount

wh_dlc03_bst_mnt_razorgor_chariot

├ Mount Entity

wh_dlc03_vehicle_bst_chariot_razorgor_blood

├ Mount Speed

69

└ Mount Health

8

Leadership (Base Morale)

55

Abilities

  • Primal Fury
    Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.

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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • 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 effects a large area.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.