Bray-Shaman (Beasts) (Razorgor Chariot)
Cloaked in the power of the beast, the Bray-Shaman uses his primal mutations to exert greater strength.The Bray-Shamans of the Beastmen are vile to behold, their filthy bodies covered in matted fur into which all manner of crude fetishes and grim charms are woven. Their twisted features are often covered in a ragged hood, and they bear heavy braystafs as both brutal weapons and symbols of their position within the warherd. Bray-Shamans occupy a unique niche in the brutal and bitter world of the Beastmen; they have no need to defend themselves from other members of their tribe, for none would dare assault them. Not even the mightiest Beastlord would harm a Bray-Shaman, for they speak the will of the Dark Gods, and those that defy the Gods pay the highest price of all.
Unit Name Bray-Shaman (Beasts) (Razorgor Chariot) |
Main Unit Key wh_dlc03_bst_cha_bray_shaman_beasts_1 |
Land Unit Key wh_dlc03_bst_cha_bray_shaman_beasts_1 |
Land Unit Group Parents Heroes |
Land Unit Group Wizard |
Caste Hero |
Category War Machine |
Class Command |
Custom Battle Cost 850 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
4656 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu6_gor_wm_razorgor_chariot_staff_and_sword |
├ Engines of War wh_dlc03_bst_razorgor_chariot |
├ Engine Entity wh_dlc03_vehicle_bst_chariot_razorgor_blood |
├ Engine Hit Points 8 |
├ Articulated wh_dlc03_bst_razorgor_chariot |
├ Articulated Entity wh_dlc03_vehicle_bst_chariot_razorgor_articulation |
├ Articulated Hit Points 8 |
├ Num Engines 1 |
├ Man Entity wh2_dlc16_bst_cha_gor_hero_blood_dismember_low_kb_resist |
├ Man Hit Points 8 |
├ Num Men 2 |
└ Bonus Hit Points 4624 |
2200 |
├ Engine Mass 1400.0000 |
└ Man Mass 800.0000 |
100 |
├ Armour wh2_main_body_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
70 |
├ Engine Speed 70 |
└ Man Speed 38 |
Melee Attack 34 |
30 |
310 |
├ Melee Weapon wh2_dlc17_bray_shaman_razorgor_chariot |
├ Base Weapon Damage 100 |
├ Armour-Piercing Weapon Damage 210 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 25 |
Charge Bonus 80 |
Abilities
-
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
Attributes
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
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
- Spellcaster
This unit can cast spells. - 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 effects a large area. - No Forest Penalty
Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Faction Availability | |
---|---|
Immortal Empires |