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HomeHome / Total War: WARHAMMER III / Harbinger of Disaster / Units / Black-Horn's Ravagers (Gor Herd - Shields)
Black-Horn's Ravagers (Gor Herd - Shields) Harbinger of DisasterHarbinger of Disaster Infantry

Black-Horn's Ravagers (Gor Herd - Shields)

The monotonal drones of their crude pipes announce the arrival of the most savage, rowdy, undisciplined, and deadly.

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.

Black-Horn's Ravagers (Gor Herd - Shields)

Unit Name

Black-Horn's Ravagers (Gor Herd - Shields)

Main Unit Key

wh_pro04_bst_inf_gor_herd_ror_0

Land Unit Key

wh_pro04_bst_inf_gor_herd_ror_0

Land Unit Group Parents

Infantry

Land Unit Group

Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

750

Recruitment Cost

0

Upkeep Cost

0

Number of Units

120

Hit Points

9600

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu6_gor_axe_and_shield

├ Man Entity

wh_dlc03_bst_inf_gor_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

72

Mass

130

└ Man Mass

130.0000

Armour

35

├ Armour

wh2_main_body_35

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

72

Speed

38

└ Man Speed

38

Melee Attack

34

Melee Defence

44

Weapon Strength

30

├ Melee Weapon

wh_dlc03_bst_gor_axe

Base Weapon Damage

21

Armour-Piercing Weapon Damage

9

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

22

Abilities

  • Rowdy
    These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.
    Leadership +4
  • 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

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Stalk
    This unit can move hidden in any terrain.
Recuitment Requirement
Maximum Number 1