Grey Seer (Plague)

ID: wh2_main_skv_cha_grey_seer_plague_1

Unit

Grey Seer (Plague)
Wizard
1 1150 287
Spellcaster
Armoured
Special Ranged Weapon
Magical Aura
6,268
Armour 100
Leadership 85
Speed 42
Melee Attack 30
Melee Defence 34
Weapon Strength 200
Charge Bonus 15

About

Unit Description

The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.

Historical Description

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.

Abilities

Unholy Clamour

As the clanging of the Bell rises alarmingly, the Skaven's squeaking escalates in unison; they know for whom it tolls.

Scorch

The tolling sound of the Screaming Bell opens fissures in the ground, allowing white-hot flame to erupt.

Wall of Unholy Sound

The deafening peals toll throughout the land, driving the verminous Skaven to ever-greater heights of ferocity.

Scurry Away!

He who runs away lives to fight another day! - so the foul, craven adage goes.

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.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

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.

Strengths & Weaknesses

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

Magical Aura

This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

Spellcaster

This unit can cast spells.

Detailed Stats

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 Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1150
Upkeep Cost 287
Unit Size 1
Melee CP 1150
Missile CP

Equipment

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