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HomeHome / Total War: WARHAMMER III / Blood Keepers / Units / Flesh Hounds of Khorne
Flesh Hounds of Khorne Blood KeepersBlood Keepers Monsters & Beasts

Flesh Hounds of Khorne

Primal blood-hunters bereft of all fear, capable of tracking any prey for an eternity.

Flesh Hounds are Khorne's foremost tool of vengeance. When a being – mortal or Daemon – rouses the Blood God's ire, he rises from the Skull Throne and sounds a single sonorous note on a great brass horn. This blast echoes through the mortal and Daemonic realms alike as a peal of portentous thunder, rousing Flesh Hounds from their slumber and loosing them upon the hunt. Few can survive gory pursuit by these relentless carnivores, for Flesh Hounds are faultless and instinctive trackers, able to harry their quarry across fen, forest and stone without once losing the scent.

Flesh Hounds of Khorne

Unit Name

Flesh Hounds of Khorne

Main Unit Key

wh3_main_kho_inf_flesh_hounds_of_khorne_0

Land Unit Key

wh3_main_kho_inf_flesh_hounds_of_khorne_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Beasts

Caste

War Beast

Category

Melee Infantry

Class

Special

Custom Battle Cost

750

Recruitment Cost

700

Upkeep Cost

175

Number of Units

32

Hit Points

6176

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

bc4_flesh_hounds_of_khorne

├ Man Entity

wh3_main_kho_mon_flesh_hound_blood

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

185

Mass

450

└ Man Mass

450.0000

Armour

30

├ Armour

wh2_main_leather_30

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

95

└ Man Speed

95

Melee Attack

36

Melee Defence

26

Weapon Strength

58

├ Melee Weapon

wh3_main_kho_flesh_hounds

Base Weapon Damage

38

Armour-Piercing Weapon Damage

20

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

46

Abilities

  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.

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.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

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.