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Hertwig van Hal | |
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Missile Specialist |
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1 | ![]() |
1000 | ![]() |
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Armour-Piercing Missiles |
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Duellist |
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Fire Whilst Moving |
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Armour | 40 | ||
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Leadership | 70 | ||
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Speed | 34 | ||
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Melee Attack | 40 | ||
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Melee Defence | 38 | ||
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Weapon Strength | 330 | ||
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Charge Bonus | 30 | ||
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Ammunition | 50 | ||
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Range | 90 | ||
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Missile Strength | 210 |
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A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil.
Hertwig van Hal exists now as a ruthless Witch Hunter who gives no quarter, but many years ago he was a mild-mannered medical scholar and physician in Altdorf. As a young doctor he used his gift for medicine to save countless lives in a budding career as a highly-skilled surgeon.\\n\\nThe van Hal surname marks him as being part of a renowned lineage of Witch Hunters. Curiously, Hertwig himself shuns the association with his ancestry, considering the shame of their progenitor Baron Frederick van Hal to be too much to accept. In a previous age, the evil baron had been an extremely powerful and notorious Necromancer associated with Vlad von Carstein. Frederick's terrible acts at the command of vast armies of the Undead compelled many of his descendants to take the Witch Hunter oath to atone for his sins.\\n\\nNot all those descendants fulfil that destiny as a choice, however. Hertwig’s own path into the unyielding role of a van Hal Witch Hunter is a journey that has taken him from bustle of Altdorf to the tropical danger of Lustria.
As a battlefield surgeon of great repute, Hertwig is able to swiftly dress the wounds of targeted friendly units, restoring their health.
When he shouts to stand and fight, his loyal men listen and heed their leader.
The Witch Hunter levels his finger across the battlefield and accuses one of the enemy of arch-heresy!
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
This unit provides a leadership bonus to nearby allies. Units within range of both the
Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit can hide in forests until enemy units get too close.
The unit is immune to psychological attacks (fear and terror).
This unit can fire while on the move.
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.
This unit is best used to attack individual targets such as Lords or
Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
This unit can fire while on the move.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.40 |
Acceleration | 2.50 |
Deceleration | 4.00 |
Charge Speed | 4.10 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Missile Infantry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 40 |
Melee Defence | 38 |
Charge Bonus | 30 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 70 |
Bonus Hit Points | 3980 |
Unit Stats | |
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Unit Caste | Hero |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1000 |
Upkeep Cost | |
Unit Size | 1 |
Melee CP | 240 |
Missile CP | 360 |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 230 |
Weapon AP Damage | 100 |
Building Damage | 100 |
Missile Weapon | |
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Projectile Number | 1 |
Effective Range | 90 |
Minimum Range | |
Marksmanship Bonus | 60 |
Projectile Spread | |
Damage | 33 |
Armor-Piercing Damage | 117 |
Base Reload Time | 4 |
Armour | |
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Armour Value | 40 |
Shield | |
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Missile Block Chance | 0 |