Grey Seer (Plague) | |
|
Wizard |
![]() |
1 | ![]() |
1150 | ![]() |
287 |
![]() |
Spellcaster |
![]() |
Armoured |
![]() |
Special Ranged Weapon |
![]() |
Magical Aura |
![]() |
||||
![]() |
Armour | 100 | ||
![]() |
Leadership | 85 | ||
![]() |
Speed | 42 | ||
![]() |
Melee Attack | 30 | ||
![]() |
Melee Defence | 34 | ||
![]() |
Weapon Strength | 200 | ||
![]() |
Charge Bonus | 15 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.
The Grey Seers are also known as the Chosen of the Great Horned One, prophets of the Lord of the Great Below, and the voice of the Horned Rat. They are powerful sorcerers, capable of channelling eldritch energies in destructive ways, levelling enemy armies with lightning, or summoning ravening swarms of rats. Some Grey Seers ride atop the nightmarish Screaming Bell to unleash untold ruination. More important than their ability to dominate a battle, however, is their role as emissaries for the Council of Thirteen, a position which often grants them the top-rank. Having the backing of a Grey Seer means a clan is in ascendancy, and will gain supremacy in dealings with others. They may barter with the upper hand and a Skaven with an advantage will press it mercilessly. It is always best to exploit such an advantage while it lasts, for it will only be a matter of time before the Seers call with their own demands. In Skaven society it is well known that absolutely nothing comes without a steep reciprocal price.
As the clanging of the Bell rises alarmingly, the Skaven's squeaking escalates in unison; they know for whom it tolls.
The tolling sound of the Screaming Bell opens fissures in the ground, allowing white-hot flame to erupt.
The deafening peals toll throughout the land, driving the verminous Skaven to ever-greater heights of ferocity.
He who runs away lives to fight another day! - so the foul, craven adage goes.
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.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
This unit can cast spells.
Battle Entity Stats | |
---|---|
Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 4.20 |
Acceleration | 2.00 |
Deceleration | 4.00 |
Charge Speed | 4.80 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 25.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
---|---|
Unit Category | War Machine |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 30 |
Melee Defence | 34 |
Charge Bonus | 15 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 85 |
Bonus Hit Points | 6260 |
Unit Stats | |
---|---|
Unit Caste | Lord |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1150 |
Upkeep Cost | 287 |
Unit Size | 1 |
Melee CP | 1150 |
Missile CP |
Melee Weapon | |
---|---|
Weapon Size | Medium |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | 20 |
Weapon Damage | 60 |
Weapon AP Damage | 140 |
Building Damage | 500 |
Armour | |
---|---|
Armour Value | 100 |
Shield | |
---|---|
Missile Block Chance | 0 |