Malekith | |
|
Wizard |
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1 | ![]() |
1200 | ![]() |
300 |
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Spellcaster |
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Armoured & Shielded |
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Melee Expert |
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Armour | 90 | ||
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Leadership | 85 | ||
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Speed | 36 | ||
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Melee Attack | 65 | ||
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Melee Defence | 55 | ||
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Weapon Strength | 420 | ||
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Charge Bonus | 45 |
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Malekith has done much and risked much more to achieve dominion; he will do more still…
The Witch King is the supreme ruler of Naggaroth, and the eternal enemy of the High Elves. Long ago, he sought the claim Ulthuan's crown, but the Flames of Asuryan left him scarred by fire and twisted with hatred. In the years since, Malekith has many times attempted to scour Ulthuan from the face of the world, but each time has been undone by cruel fate or the incompetence of craven underlings. Yet the Witch King is immortal, and knows he will outlast those who foolishly believe themselves his betters. The day is fast approaching where old debts and insults will finally be repaid, and Malekith will do anything within his power to hasten its arrival.
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!
If looks could kill… Oh wait, it turns out that they can…
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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).
Armoured units can block damage from any source apart from Armour-Piercing damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Melee Experts might have a very strong melee attack or
melee defence, or high values in both. Some also have melee-focused skills like
Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
This unit can cast spells.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.60 |
Acceleration | 3.00 |
Deceleration | 4.00 |
Charge Speed | 4.40 |
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 | Melee Infantry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 65 |
Melee Defence | 55 |
Charge Bonus | 45 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 85 |
Bonus Hit Points | 4280 |
Unit Stats | |
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Unit Caste | Lord |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1200 |
Upkeep Cost | 300 |
Unit Size | 1 |
Melee CP | 1150 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 273 |
Weapon AP Damage | 147 |
Building Damage | 150 |
Armour | |
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Armour Value | 90 |
Shield | |
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Missile Block Chance | 60 |