Wargor
Spill enough blood and the Beasts will surely follow.As leaders among the Beastmen, the Wargor demonstrate an intelligence sorely lacking in the Doombull, yet their might and brutality is no less prevalent. Driven by an insatiable lust for battle, they wade into the thick of the fight with mace in hand, and relish in crushing the skulls of their foes. Cruel and ruthless, the Wargor lead with a total disregard for all but the kill. When they ride to war astride the menacing Tuskgor, the enemies of the Beastmen can only tremble with fear.
Unit Name Wargor |
Main Unit Key wh2_dlc17_bst_cha_wargor_0 |
Land Unit Key wh2_dlc17_bst_cha_wargor_0 |
Land Unit Group Parents Heroes |
Land Unit Group Melee Specialist |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 600 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
4056 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu6_gor_axe_and_shield |
├ Man Entity wh_dlc03_bst_cha_gor_hero_blood_dismember |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4048 |
800 |
└ Man Mass 800.0000 |
80 |
├ Armour wh2_main_plate_80 |
├ Shield wh_missile_block_55_wood |
└ Missile Block Chance 55 |
Leadership 65 |
38 |
└ Man Speed 38 |
Melee Attack 50 |
40 |
400 |
├ Melee Weapon wh2_dlc17_bst_wargor_mace |
├ Base Weapon Damage 220 |
├ Armour-Piercing Weapon Damage 180 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 20 |
Charge Bonus 50 |
Abilities
-
Will of the Dark Gods
Possessed by a singular, apocalyptic vision and utter hatred, this champion proliferates the Dark Gods' will.
Melee Defence +5
Leadership +4 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Primal Fury
Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
Speed x 110%
Charge Bonus x 110%
Melee Attack +5 -
Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Charge Bonus x 160%
Armour-Piercing Weapon Damage x 125%
Base Weapon Damage x 125%
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Woodsman
This unit can pass through trees.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - 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. - Melee Expert
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |