Shaman-Sorcerer (Fire) (Norscan Warhorse)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.The Shaman-Sorcerer is, more often than not, a practiced murderer. He pursues dark pacts and bargains with numerous petty Chaos godlings and daemons as the source of his arcane powers, and uses his prophetic influence to guide the tribes towards war. Shaman Sorcerers are rightly feared due to their prophetic seer-craft and unholy mastery of the stormy Winds of the frozen north, conducting Daemonic rituals as a way of gaining favour from the Dark Gods. That is not to say they are incapable of face-to-face combat – they take to the battlefield with both staff and axe, wielding magic as well as cutting down any unfortunate foe who happens to get too close.
Unit Name Shaman-Sorcerer (Fire) (Norscan Warhorse) |
Main Unit Key wh_dlc08_nor_cha_shaman_sorcerer_fire_1 |
Land Unit Key wh_dlc08_nor_cha_shaman_sorcerer_fire_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Custom Battle Cost 480 |
Recruitment Cost 1100 |
Upkeep Cost 337 |
Melee Attack 30 |
315 |
├ Melee Weapon wh_main_chs_sword_caster_hero |
├ Melee Damage Base 220 |
├ Melee Damage Ap 95 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 30 |
30 |
├ Base Defence 30 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh_main_chs_light |
├ Armour Defence 30 |
└ Shield Armour 0 |
3568 |
├ Man Entity wh_main_infantry_standard_wizard_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 3552 |
├ Mount wh_main_nor_mnt_warhorse |
├ Mount Entity wh_main_cavalry_standard_360_blood |
├ Mount Speed 80 |
└ Mount Health 8 |
Leadership (Base Morale) 60 |
Abilities
- Rage
These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue. - Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.
Faction Availability | |
---|---|
Warhammer |