Beastlord

ID: wh_dlc03_bst_cha_beastlord_1

Unit

Beastlord
Chariot
2 1200 300
Armoured
Armour-Piercing
Anti-Infantry
No Forest Penalty
10,952
Armour 80
Leadership 70
Speed 38
Melee Attack 32
Melee Defence 20
Weapon Strength 400
Charge Bonus 95

About

Unit Description

Savage masters of the battlefield, Beastlords join the fray with axes in hand and death in mind.

Historical Description

The Beastlords of the warherds are hairy, musclebound brutes possessed of a raw and savage might. They carry themselves with swaggering confidence, revelling in their own superiority over lesser beasts. Their thick, hairy skulls are crowned with magnificent sets of horns as sharp and hard as any blade, and their robust and heavily-thewed bodies are covered with scar tissue and crudely-rendered tattoos. The threat of violence is implicit in their every gesture. Upon the battlefield a Beastlord is a force of untold destruction, gouging and butchering with horn, blade and claw.

Abilities

Apocalyptic Vision

In fitful dreams, he sees the end. The world collapsing in on itself, leaving nothing but ashes and aberration.

Blood Lust

The blood is the prize. The blood is the prize! THE BLOOD IS THE PRIZE!

Primal Fury

Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Encourage

This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Woodsman

This unit can pass through trees.

Strengths & Weaknesses

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 affects a large area.

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.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

No Forest Penalty

Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.80
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Machine
Unit Class Command
Move Action Points 2100
Melee Attack 32
Melee Defence 20
Charge Bonus 95
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 5468
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Chariot
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 2
Melee CP 1200
Missile CP

Equipment

Melee Weapon
Weapon Size Very Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 28
Weapon Damage 120
Weapon AP Damage 280
Building Damage 150
Armour
Armour Value 80
Shield
Missile Block Chance 0