Groghooves of Wolf's Run (Centigors - Throwing Axes)
Where their chariots go, bloodshed surely follows.Centigors are a disturbing cross between four-legged creatures, such as horses and oxen, and the bipedal beasts of Chaos, merged together by the Ruinous Powers in ages past. They possess the hindquarters and forelegs of their quadruped ancestors, granting them great speed and strength, but the upper body of a humanoid, with which they wield brutal weapons. Strong, vital and crude, these beast-centaurs are powerful creatures. However, they are not especially agile, and while they have great strength they lack the dexterity to manipulate objects with any skill or control. Centigors are bitter and spiteful, resenting their clumsy, awkward nature, and harbour a deep jealousy of creatures whose minds and bodies are better matched. As the sun rises and the warherds march from the herdstone to make war upon man, the Centigors rouse themselves from their stupors, taking up the weapons of the Beastmen and galloping to war beside them.
Unit Name Groghooves of Wolf's Run (Centigors - Throwing Axes) |
Main Unit Key wh2_dlc17_bst_inf_centigors_ror_1 |
Land Unit Key wh2_dlc17_bst_inf_centigors_ror_1 |
Land Unit Group Parents Missile Cavalry & Chariots |
Land Unit Group Bestial Missile Cavalry |
Caste Melee Cavalry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 1100 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 60 |
5880 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts ce1_centigor_spear_and_throwing_axes |
├ Man Entity wh2_dlc17_centigor_groghooves_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 90 |
950 |
└ Man Mass 950.0000 |
35 |
├ Armour wh2_main_chainmail_35 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
84 |
└ Man Speed 84 |
Melee Attack 29 |
27 |
32 |
├ Melee Weapon wh2_dlc17_bst_centigor_spear_ror |
├ Base Weapon Damage 25 |
├ Armour-Piercing Weapon Damage 7 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
Ammunition 14 |
Range 70 |
34 |
├ Missile Weapon wh2_dlc17_bst_centigor_throwing_axe_ror |
├ Projectile wh2_dlc17_bst_centigor_throwing_axe_ror |
├ Base Missile Damage 6 |
├ Armour-Piercing Missile Damage 22 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 8.2 |
Accuracy 10 |
Reload Skill 18 |
Abilities
-
Drunken Bravado
Fuelled by looted wine, the Centigors strut and swagger with vulgar bravado to boost their own vigour.
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. -
Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - 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. - Armour-Piercing Missiles
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. - Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |