Slann Mage-Priest (High)

ID: wh2_main_lzd_cha_slann_mage_priest_high_0

Unit

Slann Mage-Priest (High)
Wizard
1 1000 250
Spellcaster
7,544
Armour 45
Leadership 85
Speed 34
Melee Attack 24
Melee Defence 32
Weapon Strength 320
Charge Bonus 14

About

Unit Description

These Slann mystics bring ruin to the foe's armies and devastation to its cities.

Historical Description

The favoured servants of the Old Ones, the Slann have considerable intellect and magical abilities, and rule the Lizardmen as venerated Mage-Priests. Although not physically menacing - their bodies are toad-like with large heads and bulbous eyes - with a flick of their multi-jointed fingers, Slann can topple cities, engulf foes in flames or open vast rents in the ground below. Enemy Wizards find even the mightiest incantation they try to employ unravelling before them as the Slann contemptuously waves its hand. The Slann see the world differently from other beings. Their orderly minds are constantly at work - deciphering complex problems and wandering the cosmos. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect - their breaths are shallow and far apart, their eyes unblinking and vacant. Yet the Slann are attuned to more than mortals realise - for they can perceive the magic and raw disorder that has hung in the very air since the great influx of Chaos.

Abilities

Cold-Blooded

While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

Shield of the Old Ones

The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.

Greater 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.

Banishment

Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.

Attributes

Encourage

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.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strider

This unit ignores speed and combat penalties caused by terrain and can move through trees.

Strengths & Weaknesses

Spellcaster

This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 100
Strafe Speed 1.00
Land Unit Stats
Unit Category War Machine
Unit Class Command
Move Action Points 2100
Melee Attack 24
Melee Defence 32
Charge Bonus 14
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 85
Bonus Hit Points 7536
Unit Stats
Unit Caste Lord
Unit Weight Medium
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 650
Missile CP

Equipment

Melee Weapon
Weapon Size Very Large
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 240
Weapon AP Damage 80
Building Damage 100
Armour
Armour Value 45
Shield
Missile Block Chance 0