Ungor Herd

ID: wh_dlc03_bst_inf_ungor_herd_1

Unit

Ungor Herd
Axe Infantry
160 400 100
Shielded
Vanguard Deployment
Stalk
Expendable
8,960
Armour 15
Leadership 54
Speed 36
Melee Attack 22
Melee Defence 24
Weapon Strength 27
Charge Bonus 15

About

Unit Description

Though mocked by stronger beasts, Ungors nevertheless instil fear as they charge the foe down.

Historical Description

Ungors (meaning 'no-horns' in the Beastmen tongue) are not as strong or robust of frame as the Gors, but they more than make up for it in sheer malevolence. They are physically smaller than other Beastmen and their horns, if they have any, are less impressive and numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type of beast acknowledged by the Gors. Due to this, they are not considered to be 'proper' Beastmen. The race of men, on the other hand, does not draw such distinctions. To them the Ungors are just as horrible, horns or no, for they are twisted aberrations of nature that live to murder and despoil all that is good and wholesome. Ungors are considerably more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor brethren. So it is that Ungors fulfil a vital role in the society of the tribe, for without them, the herd would soon be bereft of weaponry. Most Ungors take to the field in large herds, arming themselves with stout spears with which to impale their prey and carrying crude shields to protect their grotesque pot-bellied bodies. In battle, Ungors are bullied into a semblance of order by the largest of their number, known as Halfhorns, who seeks a position in the battle line from which they can inflict the most pain and suffering upon the foe.

Abilities

Primal Fury

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

Attributes

Expendable

Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.

Guerilla Deployment

Woodsman

This unit can pass through trees.

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Expendable

Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Stalk

This unit can move hidden in any terrain.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.60
Acceleration 3.50
Deceleration 4.00
Charge Speed 4.20
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 22
Melee Defence 24
Charge Bonus 15
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 54
Bonus Hit Points 48
Unit Stats
Unit Caste Melee Infantry
Unit Weight Light
Unit Group Axe Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 400
Upkeep Cost 100
Unit Size 160
Melee CP 400
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 7
Building Damage 10
Armour
Armour Value 15
Shield
Missile Block Chance 35