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HomeHome / Total War: WARHAMMER III / Slaughterhorn Tribe / Units / Centigors (Throwing Axes)
Centigors (Throwing Axes) Slaughterhorn TribeSlaughterhorn Tribe Missile Cavalry & Chariots

Centigors (Throwing Axes)

Though clumsy, Centigors can still lodge a throwing axe deep into an enemy skull from afar.

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.

Centigors (Throwing Axes)

Unit Name

Centigors (Throwing Axes)

Main Unit Key

wh_dlc03_bst_inf_centigors_1

Land Unit Key

wh_dlc03_bst_inf_centigors_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

800

Recruitment Cost

0

Upkeep Cost

0

Number of Units

60

Hit Points

5880

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

ce1_centigor_spear_and_throwing_axes

├ Man Entity

wh_dlc03_bst_cav_centigor_blood

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

90

Mass

950

└ Man Mass

950.0000

Armour

35

├ Armour

wh2_main_chainmail_35

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

84

└ Man Speed

84

Melee Attack

22

Melee Defence

20

Weapon Strength

32

├ Melee Weapon

wh_dlc03_bst_centigor_spear

Base Weapon Damage

25

Armour-Piercing Weapon Damage

7

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

30

Ammunition

14

Range

70

Missile Strength

28

├ Missile Weapon

wh_dlc03_bst_centigor_throwing_axe

├ Projectile

wh_dlc03_bst_centigor_throwing_axe

Base Missile Damage

6

Armour-Piercing Missile Damage

22

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

Accuracy

10

Reload Skill

0

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.
  • 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.
Recuitment Requirement
Maximum Number 1