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HomeHome / Total War: WARHAMMER II / The Bloody Handz (Mortal Empires) / Units / Krimson Killerz (Black Orcs)
Krimson Killerz (Black Orcs) The Bloody Handz (Mortal Empires)The Bloody Handz (Mortal Empires) Melee Infantry

Krimson Killerz (Black Orcs)

Armed to da teef and always ready for a scrap, this elite Black Orc regiment wear distinctive red armour.

Black Orcs are the biggest, meanest and strongest of all Orcs. They get their name from their dark green or black skin, although the title is just as much derived from their dour demeanour. Black Orcs are grim and singularly focused on war - an occupation they take extremely seriously. It can truly be said that Black Orcs live to fight. In this regard all Black Orcs treat other Greenskins, even the more battle-worthy types, such as Boar Boyz, as little more than frivolous amateurs. This is largely because lesser Orcs, even the hulking Big 'Uns of the Orc tribes, are likely to squabble amongst themselves instead of concentrating on the foe. This lack of discipline is a shortcoming that Black Orcs neither forget nor forgive. The Black Orcs' opinion of Goblins is even worse, seeing them as beneath contempt and not fit to carry spare equipment, much less fight.

Krimson Killerz (Black Orcs)

Unit Name

Krimson Killerz (Black Orcs)

Main Unit Key

wh_dlc06_grn_inf_krimson_killerz_0

Land Unit Key

wh_dlc06_grn_inf_krimson_killerz_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Great Axe Infantry

Naval Unit Group

Great Axe Infantry

Soldiers

80

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1450

Recruitment Cost

1450

Upkeep Cost

362

Melee Attack

45

Weapon Strength (Weapon Damage)

50

├ Melee Weapon

wh_dlc06_grn_axe_krimson

├ Melee Damage Base

14

├ Melee Damage Ap

36

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

29

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

110

├ Armour

wh2_main_heavy_metal_110

├ Armour Defence

110

└ Shield Armour

0

Health

135

├ Man Entity

wh_main_grn_inf_black_orcs_blood_dismembers

├ Man Speed

29

├ Man Health

8

└ Bonus Hit Points

127

Leadership (Base Morale)

82

Abilities

No Ability

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

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.
  • 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 affects a large area.
  • Armed to da Teef
    Wielding an ‘eavy choppa in each hand, the Krimson Killerz cleave through several foes with each swing.
Recuitment Requirement
Maximum Number 1