Left Panel
menu
HomeHome / Total War: WARHAMMER II / Beastmen (Mortal Empires) / Units / Sons of Ghorros (Centigors - Great Weapons)
Sons of Ghorros (Centigors - Great Weapons) Beastmen (Mortal Empires)Beastmen (Mortal Empires) Melee Infantry

Sons of Ghorros (Centigors - Great Weapons)

There are no Beastmen more loyal to the self-alleged father of all Centigors than these.

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.

Sons of Ghorros (Centigors - Great Weapons)

Unit Name

Sons of Ghorros (Centigors - Great Weapons)

Main Unit Key

wh_pro04_bst_inf_centigors_ror_0

Land Unit Key

wh_pro04_bst_inf_centigors_ror_0

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

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

29

Weapon Strength (Weapon Damage)

34

├ Melee Weapon

wh_dlc07_bst_centigor_great_axe_ror

├ 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

27

├ Base Defence

27

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Armour Defence

70

└ 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)

70

Abilities

  • Guardian
    In the midst of a bloodbath it's good to know that someone has your back.
  • 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

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
Mortal Empires