Centigors (Throwing Axes)

ID: wh_dlc03_bst_inf_centigors_1

Unit

Centigors (Throwing Axes)
Bestial Missile Cavalry
60 800 200
Armour-Piercing Missiles
Very Fast
Vanguard Deployment
5,880
Armour 35
Leadership 60
Speed 84
Melee Attack 22
Melee Defence 20
Weapon Strength 32
Charge Bonus 30
Ammunition 14
Range 70
Missile Strength 38

About

Unit Description

Though clumsy, Centigors can still lodge a throwing axe deep into an enemy skull from afar.

Historical Description

Centigors are a disturbing cross between four-legged creatures, such as horses and oxen, and the bipedal beasts of Chaos, merged together by the Ruinous Powers in ages past. They possess the hindquarters and forelegs of their quadruped ancestors, granting them great speed and strength, but the upper body of a humanoid, with which they wield brutal weapons. Strong, vital and crude, these beast-centaurs are powerful creatures. However, they are not especially agile, and while they have great strength they lack the dexterity to manipulate objects with any skill or control. Centigors are bitter and spiteful, resenting their clumsy, awkward nature, and harbour a deep jealousy of creatures whose minds and bodies are better matched. As the sun rises and the warherds march from the herdstone to make war upon man, the Centigors rouse themselves from their stupors, taking up the weapons of the Beastmen and galloping to war beside them.

Abilities

Rowdy

These troops are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best.

Primal Fury

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

Attributes

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Woodsman

This unit can pass through trees.

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses

Armour-Piercing Missiles

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.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Very Fast

This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Horse
Hit Points 8
Walk Speed 1.90
Run Speed 8.40
Acceleration 6.50
Deceleration 8.00
Charge Speed 13.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 3.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 22
Melee Defence 20
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 60
Bonus Hit Points 90
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Bestial Missile Cavalry
Unit Group Parent Missile Cavalry & Chariots
Recruitment Turns 2
Recruitment Cost 800
Upkeep Cost 200
Unit Size 60
Melee CP 256
Missile CP 384

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 25
Weapon AP Damage 7
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 70
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 6
Armor-Piercing Damage 22
Base Reload Time 10
Armour
Armour Value 35
Shield
Missile Block Chance 0