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Ungor Spearmen Herd | |
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Spear Infantry |
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160 | ![]() |
350 | ![]() |
87 |
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Anti-Large |
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Stalk |
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Charge Defence Against Large Foes |
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Expendable |
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Armour | 15 | ||
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Leadership | 54 | ||
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Speed | 36 | ||
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Melee Attack | 20 | ||
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Melee Defence | 22 | ||
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Weapon Strength | 22 | ||
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Charge Bonus | 6 |
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Ungors are more nimble than their brethren, useful for flanking foes and harassing with spears.
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.
Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
When bracing, this unit negates the charge bonus of any large attacker.
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
This unit can pass through trees.
This unit can move hidden in any terrain.
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.
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.
This unit can move hidden in any terrain.
Battle Entity Stats | |
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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 | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 20 |
Melee Defence | 22 |
Charge Bonus | 6 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 8 |
Morale | 54 |
Bonus Hit Points | 48 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Light |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 350 |
Upkeep Cost | 87 |
Unit Size | 160 |
Melee CP | 350 |
Missile CP |
Melee Weapon | |
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Weapon Size | |
Weapon Type | Spear |
Bonus vs Cavalry | |
Bonus vs Large | 12 |
Bonus vs Infantry | |
Weapon Damage | 17 |
Weapon AP Damage | 5 |
Building Damage | 10 |
Armour | |
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Armour Value | 15 |
Shield | |
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Missile Block Chance | 0 |