Ungor Spearmen Herd (Shields)
With shields in hand, these Ungors can engage the enemy and hold their own thereafter.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.
Unit Name Ungor Spearmen Herd (Shields) |
Main Unit Key wh_dlc03_bst_inf_ungor_spearmen_1 |
Land Unit Key wh_dlc03_bst_inf_ungor_spearmen_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Spear Infantry |
Naval Unit Group Spear Infantry |
Soldiers 160 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 400 |
Recruitment Cost 400 |
Upkeep Cost 100 |
Melee Attack 20 |
22 |
├ Melee Weapon wh_dlc03_bst_ungor_spear |
├ Melee Damage Base 17 |
├ Melee Damage Ap 5 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 12 |
└ Bonus vs Infantry 0 |
Charge Bonus 6 |
30 |
├ Base Defence 30 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
50 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 35 |
56 |
├ Man Entity wh_dlc03_bst_inf_ungor_blood_dismembers |
├ Man Speed 36 |
├ Man Health 8 |
└ Bonus Hit Points 48 |
Leadership (Base Morale) 54 |
Abilities
- Primal Fury
Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - Expendable
Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable. - {{tr:guerrilla_deployment}}
- Woodsman
This unit can pass through trees. - Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- 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. - Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus. - Anti-Large
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.
Requires Buildings | |
---|---|
Lv. 0 |
Pit-Hovel
(wh_dlc03_horde_beastmen_gors_2) Level 1
Rude Burrow
(wh_dlc03_horde_beastmen_gors_3) Level 2
Pelt Totem
(wh_dlc03_horde_beastmen_gors_4) Level 3 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |