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HomeHome / Total War: WARHAMMER III / Khorne Rebels / Units / Minotaurs of Khorne (Great Weapons)
Minotaurs of Khorne (Great Weapons) Khorne RebelsKhorne Rebels Monsters & Beasts

Minotaurs of Khorne (Great Weapons)

Gore-crazed, man-eating Minotaurs equipped with ancient weapons of legend harvested from their countless victims' shattered corpses.

When called to war, the Khornataurs reach into the piles of weapons and armour heaped in offering before the herdstones, equipping themselves with the largest and most formidable weapons they can find. These weapons were laid before the herdstones in celebration of victory, their erstwhile owners slain upon some forgotten battlefield. In amongst the rusted blades can sometimes be found those once carried by the warriors of long-lost empires, crafted using methods and metals no longer known to any of the peoples of the world, fragments of tarnished armour that might have been made for the guards of long-dead, forgotten kings.

Minotaurs of Khorne (Great Weapons)

Unit Name

Minotaurs of Khorne (Great Weapons)

Main Unit Key

wh3_main_kho_mon_khornataurs_1

Land Unit Key

wh3_main_kho_mon_khornataurs_1

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry Great Weapons

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1300

Recruitment Cost

1550

Upkeep Cost

388

Number of Units

16

Hit Points

8704

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu12_minotaur_2handed_axe

├ Man Entity

wh3_main_kho_mon_minotaur_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

536

Mass

1600

└ Man Mass

1600.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

56

└ Man Speed

56

Melee Attack

34

Melee Defence

27

Weapon Strength

110

├ Melee Weapon

wh3_main_kho_minotaur_great_axe

Base Weapon Damage

33

Armour-Piercing Weapon Damage

77

Bonus vs. Large

25

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • Bloodgreed
    Becoming more savage and frenzied the greater the scent and sight of blood.
    Charge Bonus x 115%
    Melee Attack +16
    Armour-Piercing Weapon Damage x 120%
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

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.
  • Mark of Khorne
    A unit with the [[col:white]]Mark of Khorne has:

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Frenzy
    Units with [[img:ui/battle ui/ability_icons/wh_main_unit_passive_frenzy.png]]frenzy cause more damage while their leadership is high.
  • 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-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.