|Khazrak the One-Eye|
|No Forest Penalty|
More than a savage and destructive beast, Khazrak has a keen mind for strategy combined with animal cunning and guile.
Possessing a ruthless cunning far above that of his bestial kin, Khazrak the One-Eye is the most dangerous and powerful Beastlord in the Drakwald. He has plagued the region for years, descending without warning and then slipping away into the shadows once more. Khazrak has a unique ability to control and harness the unruly spirit of the herd and devise simple but effective battle plans. He is unlike most Beastmen, his patient and cunning mind at odds with the normal headstrong nature of his kind. Khazrak's warband roams the Drakwald terrorising the townships and roads, and never before has a Beastman leader proven so elusive to retribution. No one is spared in Khazrak's attacks, his superbly trained Warhounds chasing down the few who manage to escape.
In fitful dreams, he sees the end. The world collapsing in on itself, leaving nothing but ashes and aberration.
Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
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 pass through trees.
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.
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.
Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||War Machine|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||5700|
|Unit Group Parent||Lords|
|Weapon Size||Very Large|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry||28|
|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|