Left Panel
menu
HomeHome / Total War: WARHAMMER III / Harbinger of Disaster / Units / Khorrok's Manrippers (Bestigor Herd)
Khorrok's Manrippers (Bestigor Herd) Harbinger of DisasterHarbinger of Disaster Infantry

Khorrok's Manrippers (Bestigor Herd)

More brutish than other Bestigor herds, the Manrippers can resist the charge of the most colossal opponents.

The strongest and meanest of the Beastmen footsoldiers are known as Bestigors. Their size and ferocity means they carve a privileged position within the warherd, enforcing their superiority over the Gors and Ungors with random acts of excessive violence. In battle, Bestigors form a solid, armoured mass of muscle and iron that charges forward with a terrifying momentum. They seek out the elite of the enemy army - who inherently challenge their dominant status - then wield their huge axes like executioner's blades, hewing the foe limb from limb and trampling their broken bodies into the mud beneath their unshod hooves.

Khorrok's Manrippers (Bestigor Herd)

Unit Name

Khorrok's Manrippers (Bestigor Herd)

Main Unit Key

wh_pro04_bst_inf_bestigor_herd_ror_0

Land Unit Key

wh_pro04_bst_inf_bestigor_herd_ror_0

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1300

Recruitment Cost

0

Upkeep Cost

0

Number of Units

100

Hit Points

10000

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu6_gor_2handed_axe

├ Man Entity

wh_dlc03_bst_inf_bestigor_blood_dismembers

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

92

Mass

160

└ Man Mass

160.0000

Armour

95

├ Armour

wh2_main_heavy_metal_95

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

36

└ Man Speed

36

Melee Attack

44

Melee Defence

42

Weapon Strength

40

├ Melee Weapon

wh_pro04_bst_bestigor_halberd

Base Weapon Damage

14

Armour-Piercing Weapon Damage

26

Bonus vs. Large

16

Bonus vs. Infantry

0

Charge Bonus

20

Abilities

  • 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

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • 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