Razorgor Herd
Hideously mutated and filled with hungry rage, Razorgors tear men apart in their search for food.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.
Unit Name Razorgor Herd |
Main Unit Key wh_dlc03_bst_inf_razorgor_herd_0 |
Land Unit Key wh_dlc03_bst_inf_razorgor_herd_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Beasts |
Naval Unit Group Monstrous Beasts |
Soldiers 32 |
Caste Monstrous Cavalry |
Category Melee Infantry |
Class Special |
Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
Melee Attack 24 |
52 |
├ Melee Weapon wh_dlc03_bst_razorgor_tusk |
├ Melee Damage Base 16 |
├ Melee Damage Ap 36 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 46 |
16 |
├ Base Defence 16 |
├ Shield none |
└ Shield Defence 0 |
45 |
├ Armour wh2_main_leather_45 |
├ Armour Defence 45 |
└ Shield Armour 0 |
186 |
├ Man Entity wh_dlc03_bst_mon_razorgor |
├ Man Speed 70 |
├ Man Health 8 |
└ Bonus Hit Points 178 |
Leadership (Base Morale) 55 |
Abilities
No Ability
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Hide (forest)
This unit can hide in forests until enemy units get too close. - 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
- 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. - 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. - 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.
Requires Buildings | |
---|---|
Lv. 0 |
Makeshift Sty
(wh_dlc03_horde_beastmen_razorgors_1) Level 0
Scavenged Lumber Pile
(wh_dlc03_horde_beastmen_razorgors_2) Level 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |