Gorebulls do not hesitate, smashing into enemy ranks with overwhelming power.
Gors form the great mass of the warherds. Their appearance varies, but all combine bestial features with those of a man. The base form of the Beastmen, and that possessed by the vast majority of the Gors, is the head and legs of a goat and the upper torso of a man, albeit a particularly hairy and malodorous one. They have the savage fangs of wolves with which to tear great chunks of flesh from their foes, and muscular and robust (if flea-ridden) bodies well suited to acting out their primal urges. To face a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark, and bawl an unceasing cacophony that fills men's hearts with dread. Nonetheless, Gors are capable of taking to the battlefield in more or less ordered formations, a fact that many an enemy general has failed to understand until it is too late. Roving groups of Gors band into tight units that march beneath banners made from the flayed hides of their foes, while others tear the captured flags of defeated enemies, tattered and smeared with blood and dung. The Gors' raucous, bloodthirsty braying is accompanied by the atonal drones of crude pipes and horns in deliberate mockery of the Empire's proud regimental musicians.
The Minotaur Lord's blood-lust is infectious - his followers revel in the murder and gore!
Minotaurs become more savage and frenzied the greater the scent and sight of blood.
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can hide in forests until enemy units get too close.
This unit can pass through trees.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
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 units can block damage from any source apart from Armour-Piercing damage.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||45.00|
|Ch. Dist. to Adopt Pose||35.00|
|Ch. Dist. to Pick Target||35.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||5860|
|Unit Group||Melee Specialist|
|Unit Group Parent||Heroes|
|Bonus vs Cavalry|
|Bonus vs Large||30|
|Bonus vs Infantry|
|Weapon AP Damage||280|
|Missile Block Chance||0|
|Blooded-Axe Tribe Brayherd|
|Manblight Tribe Brayherd|
|Ripper-Horn Tribe Brayherd|
|Stone-Horn Tribe Brayherd|
|Warherd of Chaos|
|Brayherd of Chaos|
|Beastmen Rebels Brayherd|
|Jagged-Horn Tribe Brayherd|
|Redhorn Tribe Brayherd|
|Warherd of the Shadowgave|