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HomeHome / Total War: WARHAMMER II / Ripper-Horn Tribe Brayherd / Units / Centigors (Great Weapons)
Centigors (Great Weapons) Ripper-Horn Tribe BrayherdRipper-Horn Tribe Brayherd Melee Infantry

Centigors (Great Weapons)

A Centigor charges the enemy battle line, great weapon in hand, delivering oblivion to its foes.

Centigors are a disturbing cross between four-legged creatures, such as horses and oxen, and the bipedal beasts of Chaos, merged together by the Ruinous Powers in ages past. They possess the hindquarters and forelegs of their quadruped ancestors, granting them great speed and strength, but the upper body of a humanoid, with which they wield brutal weapons. Strong, vital and crude, these beast-centaurs are powerful creatures. However, they are not especially agile, and while they have great strength they lack the dexterity to manipulate objects with any skill or control. Centigors are bitter and spiteful, resenting their clumsy, awkward nature, and harbour a deep jealousy of creatures whose minds and bodies are better matched. As the sun rises and the warherds march from the herdstone to make war upon man, the Centigors rouse themselves from their stupors, taking up the weapons of the Beastmen and galloping to war beside them.

Centigors (Great Weapons)

Unit Name

Centigors (Great Weapons)

Main Unit Key

wh_dlc03_bst_inf_centigors_2

Land Unit Key

wh_dlc03_bst_inf_centigors_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Bestial Cavalry Great Weapons

Naval Unit Group

Bestial Cavalry Great Weapons

Soldiers

60

Caste

Melee Cavalry

Category

Melee Infantry

Class

Melee Infantry

Cost

900

Recruitment Cost

900

Upkeep Cost

225

Melee Attack

22

Weapon Strength (Weapon Damage)

34

├ Melee Weapon

wh_dlc03_bst_centigor_great_axe

├ Melee Damage Base

7

├ Melee Damage Ap

27

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

42

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

35

├ Armour

wh2_main_chainmail_35

├ Armour Defence

35

└ Shield Armour

0

Health

108

├ Man Entity

wh_dlc03_bst_cav_centigor_blood

├ Man Speed

84

├ Man Health

8

└ Bonus Hit Points

100

Leadership (Base Morale)

60

Abilities

  • Rowdy
    These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.
  • Primal Fury
    Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!

Attributes

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • 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.
Requires Buildings
Centigors (Great Weapons) Lv. 0 Rocky Shelter
Rocky Shelter
(wh_dlc03_horde_beastmen_centigors_3)
Level 2