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HomeHome / Total War: WARHAMMER III / Slaughterhorn Tribe / Units / Razorgor Chariots
Razorgor Chariots Slaughterhorn TribeSlaughterhorn Tribe Cavalry & Chariots

Razorgor Chariots

Though temperamental, a successful Razorgor Chariot charge causes horrendous damage to the enemy line.

Razorgors are massive cousins of the Tuskgors, mountains of mutated muscle and hair that are deadly in the extreme. As with all Children of Chaos, Razorgors are disfigured by hideous mutations, but they generally have the aspect of a nightmarish, gigantic boar covered in spines, tusks and coarse hair. Though Razorgors are voracious omnivores, they prefer a diet of fresh meat, and Beastmen are their natural prey. Still, such is their appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds. It is a widely-held belief by the tribes of the woods that Razorgor have two natural states: a digestive torpor that sets in after they have gorged themselves, and blind, unthinking rage, which is by far the more common of the two. Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are either herded into a loose pack and sent headlong into the enemy ranks, or used individually to pull chariots manned by the largest Bestigors. Regardless of who rides them, Razorgor chariots cannot truly be steered or directed - in fact all too often the crew can do little more than hold on tight as the chariot careens toward the foe. Razorgors have beady eyes and poor vision, but when they catch sight of the enemy they are nigh-on uncontrollable. A charging Razorgor can flatten a tree or smash through a chapel wall when roused, so the mess that one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening.

Razorgor Chariots

Unit Name

Razorgor Chariots

Main Unit Key

wh_dlc03_bst_cav_razorgor_chariot_0

Land Unit Key

wh_dlc03_bst_cav_razorgor_chariot_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Monstrous Chariot

Caste

Chariot

Category

War Machine

Class

Chariot

Custom Battle Cost

1150

Recruitment Cost

0

Upkeep Cost

0

Number of Units

4

Hit Points

6112

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu6_gor_wm_razorgor_chariot_spear

├ 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

4

├ Man Entity

wh_dlc03_bst_inf_gor_blood_dismembers

├ Man Hit Points

8

├ Num Men

8

└ Bonus Hit Points

1496

Mass

1530

├ Engine Mass

1400.0000

└ Man Mass

130.0000

Armour

100

├ Armour

wh2_main_body_100

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

70

├ Engine Speed

70

└ Man Speed

38

Melee Attack

34

Melee Defence

30

Weapon Strength

48

├ Melee Weapon

wh_dlc03_chs_chariot_razorgor

Base Weapon Damage

14

Armour-Piercing Weapon Damage

34

Bonus vs. Large

0

Bonus vs. Infantry

24

Charge Bonus

80

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • 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-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.
Recuitment Requirement
Maximum Number 1