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HomeHome / Total War: WARHAMMER III / Harbinger of Disaster / Units / Wargor (Razorgor Chariot)
Wargor (Razorgor Chariot) Harbinger of DisasterHarbinger of Disaster Heroes

Wargor (Razorgor Chariot)

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 (Razorgor Chariot)

Unit Name

Wargor (Razorgor Chariot)

Main Unit Key

wh2_dlc17_bst_cha_wargor_1

Land Unit Key

wh2_dlc17_bst_cha_wargor_1

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

War Machine

Class

Command

Custom Battle Cost

1100

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

5140

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu6_gor_wm_razorgor_chariot_dual_axe

├ 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

wh_dlc03_bst_cha_gor_hero_blood_dismember

├ Man Hit Points

8

├ Num Men

2

└ Bonus Hit Points

5108

Mass

2200

├ Engine Mass

1400.0000

└ Man Mass

800.0000

Armour

100

├ Armour

wh2_main_body_100

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

70

├ Engine Speed

70

└ Man Speed

38

Melee Attack

38

Melee Defence

32

Weapon Strength

400

├ Melee Weapon

wh2_dlc17_wargor_razorgor_chariot

Base Weapon Damage

120

Armour-Piercing Weapon Damage

280

Bonus vs. Large

0

Bonus vs. Infantry

25

Charge Bonus

90

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

  • 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

  • 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.
  • 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.