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HomeHome / Total War: WARHAMMER III / Harbinger of Disaster / Units / Wargor
Wargor Harbinger of DisasterHarbinger of Disaster Heroes

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.

Wargor

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

Hit Points

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

Mass

800

└ Man Mass

800.0000

Armour

80

├ Armour

wh2_main_plate_80

├ Shield

wh_missile_block_55_wood

Missile Block Chance

55

Leadership

65

Speed

38

└ Man Speed

38

Melee Attack

50

Melee Defence

40

Weapon Strength

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