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

Gorebull

Gorebulls do not hesitate, smashing into enemy ranks with overwhelming power.

Gors form the great mass of the warherds. Their appearance varies, but all combine bestial features with those of a man. The base form of the Beastmen, and that possessed by the vast majority of the Gors, is the head and legs of a goat and the upper torso of a man, albeit a particularly hairy and malodorous one. They have the savage fangs of wolves with which to tear great chunks of flesh from their foes, and muscular and robust (if flea-ridden) bodies well suited to acting out their primal urges. To face a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark, and bawl an unceasing cacophony that fills men's hearts with dread. Nonetheless, Gors are capable of taking to the battlefield in more or less ordered formations, a fact that many an enemy general has failed to understand until it is too late. Roving groups of Gors band into tight units that march beneath banners made from the flayed hides of their foes, while others tear the captured flags of defeated enemies, tattered and smeared with blood and dung. The Gors' raucous, bloodthirsty braying is accompanied by the atonal drones of crude pipes and horns in deliberate mockery of the Empire's proud regimental musicians.

Gorebull

Unit Name

Gorebull

Main Unit Key

wh_dlc03_bst_cha_gorebull_0

Land Unit Key

wh_dlc03_bst_cha_gorebull_0

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

1075

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

5868

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu12_gorebull_2handed_axe

├ Man Entity

wh_dlc03_bst_cha_gorebull_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5860

Mass

2500

└ Man Mass

2500.0000

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

64

└ Man Speed

64

Melee Attack

34

Melee Defence

32

Weapon Strength

420

├ Melee Weapon

wh_dlc03_bst_gor_axe_gorebull

Base Weapon Damage

140

Armour-Piercing Weapon Damage

280

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

46

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%
  • Slaughterer's Call
    The Minotaur Lord's blood-lust is infectious - his followers revel in the murder and gore!
    Charge Bonus x 110%
    Melee Attack +8
    Leadership +8
  • 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%
  • 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%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed 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
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
Recuitment Requirement
Maximum Number 1