Razorgor Herd

ID: wh_dlc03_bst_inf_razorgor_herd_0

Unit

Razorgor Herd
Monstrous Beast
32 600 150
Armour-Piercing
Anti-Infantry
Rampage
5,952
Armour 45
Leadership 55
Speed 70
Melee Attack 24
Melee Defence 16
Weapon Strength 52
Charge Bonus 46

About

Unit Description

Hideously mutated and filled with hungry rage, Razorgors tear men apart in their search for food.

Historical Description

Razorgors are massive cousins of the Tuskgors, mountains of mutated muscle and hair that are deadly in the extreme. As with all Children of Chaos, Razorgors are disfigured by hideous mutations, but they generally have the aspect of a nightmarish, gigantic boar covered in spines, tusks and coarse hair. Though Razorgors are voracious omnivores, they prefer a diet of fresh meat, and Beastmen are their natural prey. Still, such is their appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds. It is a widely-held belief by the tribes of the woods that Razorgor have two natural states: a digestive torpor that sets in after they have gorged themselves, and blind, unthinking rage, which is by far the more common of the two. Once every decade or so a particularly powerful Beastlord will manage to harness several Razorgors at once. These are either herded into a loose pack and sent headlong into the enemy ranks, or used individually to pull chariots manned by the largest Bestigors. Regardless of who rides them, Razorgor chariots cannot truly be steered or directed - in fact all too often the crew can do little more than hold on tight as the chariot careens toward the foe. Razorgors have beady eyes and poor vision, but when they catch sight of the enemy they are nigh-on uncontrollable. A charging Razorgor can flatten a tree or smash through a chapel wall when roused, so the mess that one of these snorting monstrosities at full charge can make of even the stoutest shieldwall is truly sickening.

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.

Rampage!

When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strider

This unit ignores speed and combat penalties caused by terrain and can move 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.

Rampage

When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Horse
Hit Points 8
Walk Speed 1.70
Run Speed 7.00
Acceleration 5.00
Deceleration 5.00
Charge Speed 10.80
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Special
Move Action Points 2100
Melee Attack 24
Melee Defence 16
Charge Bonus 46
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 55
Bonus Hit Points 178
Unit Stats
Unit Caste Monstrous Cavalry
Unit Weight Heavy
Unit Group Monstrous Beast
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 600
Upkeep Cost 150
Unit Size 32
Melee CP 550
Missile CP

Equipment

Melee Weapon
Weapon Size Small
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 16
Weapon AP Damage 36
Building Damage 50
Armour
Armour Value 45
Shield
Missile Block Chance 0