Tuskgor Chariots
Above the howls of the wounded sounds the rumble of chariots.The muscular, shaggy frames of the Tuskgor are usually seen on the battlefield in pairs, pulling the large, wooden chariots of the Beastmen behind them. Their brutish strength and crooked horns make them formidable opponents in their own right, running riot through enemy lines, while the axes and whips of their riders cut through any left standing. Charging across the field of battle, the Tuskgor Chariots of the Beastmen are carnage incarnate, inflicting catastrophic damage and leaving only corpses in their wake.
Unit Name Tuskgor Chariots |
Main Unit Key wh2_dlc17_bst_cav_tuskgor_chariot_0 |
Land Unit Key wh2_dlc17_bst_cav_tuskgor_chariot_0 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Chariot |
Caste Chariot |
Category War Machine |
Class Chariot |
Custom Battle Cost 750 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 4 |
5672 |
├ Mount 2 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu6_gor_wm_razorgor_chariot_spear |
├ Engines of War wh2_dlc17_bst_tuskgor_chariot |
├ Engine Entity wh2_dlc17_veh_bst_tuskgor_chariot |
├ Engine Hit Points 8 |
├ Articulated wh2_dlc17_bst_tuskgor_chariot |
├ Articulated Entity wh2_dlc17_veh_bst_tuskgor_chariot_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 1386 |
1330 |
├ Engine Mass 1200.0000 |
└ Man Mass 130.0000 |
80 |
├ Armour wh2_main_plate_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
70 |
├ Engine Speed 70 |
└ Man Speed 38 |
Melee Attack 28 |
24 |
42 |
├ Melee Weapon wh2_dlc17_bst_tuskgor_chariot |
├ Base Weapon Damage 10 |
├ Armour-Piercing Weapon Damage 32 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 18 |
Charge Bonus 64 |
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
-
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.
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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |