||Spear & Whip Infantry|
|Charge Defence Against Large Foes|
With a crack of his whip, the Beastmaster torments his feral puppets, bringing even the unruliest critters to heel.
The Beastmasters of Clar Karond and Karond Kar can command even the wildest creatures to do their bidding. In part, this mastery springs from their unflinching dedication to the tormentor's craft, but brutality alone would be worthless without a Beastmaster's innate empathy. All Elves share a mystical attunement with the natural world, but while most embrace this bond to gain greater wisdom and fellowship with other living creatures, Dark Elves, and Beastmasters in particular, employ it as another weapon in their arsenal of torment. It matters not whether the beast is a raging Manticore, a cunning Harpy, or the wisest of all Caledor's ancient Dragons: eventually, all submit to the Beastmaster's will, or perish under his lash.
Beastmasters share their minions’ belligerence, cutting down foemen with lash, spear, and harpoon before claiming their twitching bodies as fodder.
The startling crack of the Beastmaster’s hefty and ever-so-slightly serrated whip of Dragon-sinew suitably infuriates the beasts for battle.
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
When bracing, this unit negates the charge bonus of any large attacker.
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.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||25.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||3920|
|Unit Group||Spear & Whip Infantry|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large||25|
|Bonus vs Infantry|
|Weapon AP Damage||130|
|Missile Block Chance||0|
|The Blessed Dread|
|The Blessed Dread Separatists|
|Blood Hall Coven|
|Cult of Excess|
|Cult of Pleasure|
|Cult of Pleasure Separatists|
|Dark Elf Intervention|
|Dark Elf Rebels|
|Hag Graef Separatists|
|Har Ganeth Separatists|
|Scourge of Khaine|