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HomeHome / Total War: WARHAMMER III / Disciples of Hashut / Units / Hashut's Dark Ravagers (Bull Centaur Renders)
Hashut's Dark Ravagers (Bull Centaur Renders) Disciples of HashutDisciples of Hashut Cavalry & Chariots

Hashut's Dark Ravagers (Bull Centaur Renders)

This unit of particularly viscious Renders carry dual throwing axes into the fray, just to add to the horror of their brutal, four-legged charge.

Many centuries ago, during the Time of Chaos, a faction of Dwarfs that survived the onslaught became horrifically mutated, their stubborn resistance to the warping taint overwhelmed by the awful energies, and so the first Bull Centaurs were born. These twisted crossbreeds of Dwarf and beast have flesh that hardens and distorts over time, almost to the consistency of living metal. They are entrusted implicitly by their masters, who exploit their strength, endurance and swiftness in battle. Into each successive generation of Dawi-Zharr, a handful of new ‘blessed’ kin have been born, and given over in turn to the Sorcerers to serve.

Hashut's Dark Ravagers (Bull Centaur Renders)

Unit Name

Hashut's Dark Ravagers (Bull Centaur Renders)

Main Unit Key

wh3_dlc23_chd_cav_bull_centaurs_dual_axe_ror

Land Unit Key

wh3_dlc23_chd_cav_bull_centaurs_dual_axe_ror

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Monstrous Beasts

Caste

Melee Cavalry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1650

Recruitment Cost

1650

Upkeep Cost

412

Number of Units

16

Hit Points

9856

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

ce1b_dlc23_bullcentaur_dual_axe

├ Man Entity

wh3_dlc23_chd_cav_bull_centaurs_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

608

Mass

1700

└ Man Mass

1700.0000

Armour

50

├ Armour

wh2_main_plate_50

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

62

└ Man Speed

62

Melee Attack

50

Melee Defence

52

Weapon Strength

114

├ Melee Weapon

wh2_dlc23_chd_bull_centaur_dual_axe

Base Weapon Damage

34

Armour-Piercing Weapon Damage

80

Bonus vs. Large

0

Bonus vs. Infantry

18

Charge Bonus

52

Ammunition

10

Range

80

Missile Strength

120

├ Missile Weapon

wh3_dlc23_chd_bull_centaur_throwing_axe_ror

├ Projectile

wh3_dlc23_chd_bull_centaur_throwing_axe_ror

Base Missile Damage

20

Armour-Piercing Missile Damage

100

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

Accuracy

10

Reload Skill

0

Abilities

  • Guardian
    In the midst of a bloodbath it's good to know that someone has your back.
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +15
  • Revel in Fear
    By which fear of death is exploited by the attacking force, enabling them to press their advantage and wipe the foe from the battlefield.
    Charge Bonus x 140%
    Melee Attack +40
    Leadership +16

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.
  • Contempt
    Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • Scaly Skin
    Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]Missile Resistance.
  • Armour-Piercing Melee
    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