Orc Warchief

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The steppe chieftains are titled Khans, serving as both statesman and general. They have discovered the advantages of leading from behind, urging their fellows on before them. Before a battle it is customary for them to mingle with the soldiers, goading them on with threats, promises, insults or just primal bellows, anything to spur them into a towering rage. Nearly everyone who has fought the orcs of the steppe has spoke of the unnerving roars of the orcish leaders.
Despite this, Khans are more then ready to enter the fray against any especially audacious enemy that seeks to challenge them. Often, while retaining their mounts, they focus on using their cunning to always have an way to get out, as they are considered too valuable an asset to risk in daredevil charges.

Special Notes: If this unit has killed an hostile then must move to it's hex. This unit earns 3 gold for it's side whenever capturing an enemy village. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.

(portrait)

Information

Advances from: Orc Chief
Advances to:
Cost: 58
HP: 78
Moves: 7
Vision: 3
XP: 122
Level: 3
Alignment: neutral
Id: Exi Orcish Warchief
Abilities: looting

Attacks (damage × count)

(image)dual greatsword
melee
15 × 3
blade
(image)ram
melee
None × None
impact
trample

Resistances

(icon) blade10% (icon) pierce-10%
(icon) impact10% (icon) fire0%
(icon) cold10% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Flat140%
(icon) Forest240%
(icon) Frozen220%
(icon) Fungus340%
(icon) Hills150%
(icon) Mountains250%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp330%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Fri Apr 20 13:10:03 2018.