Ungor Herd
Though mocked by stronger beasts, Ungors nevertheless instil fear as they charge the foe down.Ungors (meaning 'no-horns' in the Beastmen tongue) are not as strong or robust of frame as the Gors, but they more than make up for it in sheer malevolence. They are physically smaller than other Beastmen and their horns, if they have any, are less impressive and numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type of beast acknowledged by the Gors. Due to this, they are not considered to be 'proper' Beastmen. The race of men, on the other hand, does not draw such distinctions. To them the Ungors are just as horrible, horns or no, for they are twisted aberrations of nature that live to murder and despoil all that is good and wholesome. Ungors are considerably more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor brethren. So it is that Ungors fulfil a vital role in the society of the tribe, for without them, the herd would soon be bereft of weaponry. Most Ungors take to the field in large herds, arming themselves with stout spears with which to impale their prey and carrying crude shields to protect their grotesque pot-bellied bodies. In battle, Ungors are bullied into a semblance of order by the largest of their number, known as Halfhorns, who seeks a position in the battle line from which they can inflict the most pain and suffering upon the foe.
Unit Name Ungor Herd |
Main Unit Key wh_dlc03_bst_inf_ungor_herd_1 |
Land Unit Key wh_dlc03_bst_inf_ungor_herd_1 |
Land Unit Group Parents Infantry |
Land Unit Group Axe Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 400 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 160 |
8960 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu6b_ungor_axe_and_shield |
├ Man Entity wh_dlc03_bst_inf_ungor_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 160 |
└ Bonus Hit Points 48 |
100 |
└ Man Mass 100.0000 |
15 |
├ Armour wh2_main_leather_15 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 54 |
36 |
└ Man Speed 36 |
Melee Attack 22 |
24 |
27 |
├ Melee Weapon wh_dlc03_bst_ungor_axe |
├ Base Weapon Damage 20 |
├ Armour-Piercing Weapon Damage 7 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 15 |
Abilities
-
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
Attributes
-
Expendable
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Woodsman
This unit can pass through trees. -
Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - 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. - Stalk
This unit can move hidden in any terrain. - Expendable
Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.
Recuitment Requirement | |
---|---|
Maximum Number | 2 |
Faction Availability | |
---|---|
Immortal Empires |