Warlock Master
Cunning overseers, whose job it is to manage and well, steal any credit that may be due an inventive Warlock Engineer.The Warlock Engineers of Clan Skryre are perhaps the most ingenious minds in all Skavendom; insane, diabolical scientists who combine arcane sorcery with mad science to create some of the the greatest technological marvels of mayhemic destruction. They are the artificers of Skaven society, producing black-market weaponry for any able to pay for it. Under the ever-watchful eyes of their Warlock Masters, whose role it is to oversee and, well, steal any credit that may be due, Warlock Engineers are the very pinnacle of Skaven technomancy. They combine well-known weapons with heavy armour to make highly-experimental devices which do not always function flawlessly - many have met their doom as the result of an exploding Warp-power accumulator!
Unit Name Warlock Master |
Main Unit Key wh2_dlc12_skv_cha_warlock_master_0 |
Land Unit Key wh2_dlc12_skv_cha_warlock_master_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Cost 700 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Melee Attack 40 |
350 |
├ Melee Weapon wh2_dlc12_skv_cha_warlock_master_power_claw |
├ Melee Damage Base 105 |
├ Melee Damage Ap 245 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 25 |
Charge Bonus 18 |
52 |
├ Base Defence 52 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_heavy_metal_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
3920 |
├ Man Entity wh2_main_skv_infantry_hero_warlock_master |
├ Man Speed 42 |
├ Man Health 8 |
└ Bonus Hit Points 3912 |
Leadership (Base Morale) 60 |
Abilities
- Brass Orb
Possession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death. - Scurry Away!
"He who runs away lives to fight another day!" - so the foul, craven adage goes. - 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. - Extra Powder
There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.
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. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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.