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.
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 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Bestial Cavalry Great Weapons |
Caste Melee Cavalry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1200 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 60 |
6720 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts ce1_centigor_2handed_glaive |
├ Man Entity wh_dlc03_bst_cav_centigor_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 104 |
950 |
└ Man Mass 950.0000 |
70 |
├ Armour wh2_main_heavy_metal_70 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
84 |
└ Man Speed 84 |
Melee Attack 29 |
29 |
34 |
├ Melee Weapon wh_dlc07_bst_centigor_great_axe_ror |
├ Base Weapon Damage 7 |
├ Armour-Piercing Weapon Damage 27 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 42 |
Abilities
-
Guardian
In the midst of a bloodbath it's good to know that someone has your back.
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +15 -
Rowdy
These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.
Leadership +4 -
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
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
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 | |
---|---|
Immortal Empires |