Warlord | |
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Monstrous Infantry |
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1 | ![]() |
1150 | ![]() |
300 |
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Armoured |
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Armour-Piercing |
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Frenzy |
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Armour | 70 | ||
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Leadership | 60 | ||
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Speed | 44 | ||
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Melee Attack | 50 | ||
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Melee Defence | 55 | ||
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Weapon Strength | 460 | ||
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Charge Bonus | 50 |
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Their titles acquired by taking them from others, their savagery against the foe is just as unremitting.
To hold the title of Warlord is to rule. A Skaven does not gradually earn respect or position, and there certainly is no giving in the brutal society of the ratmen. Leadership must be savagely taken. To gain power, a Warlord must seize control, proving himself a top fighter and a devious adversary. Such a coup either ends in failure and certain death at the hands of the existing ruler, or the new leader supplants the current Warlord, often eating him in the process. Challenges follow no format but often take the form of personal combat, treacherous back-stabbing, or elaborate political schemes. The more underhanded the deed, the better, for that is what puts the fear (and what almost passes for respect) into the Skaven masses.
There is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct.
He who runs away lives to fight another day! - so the foul, craven adage goes.
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
To rally the troops and bring them back to the fore takes strong leadership skills and an iron will.
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
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 damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured units can block damage from any source apart from Armour-Piercing damage.
Units with frenzy cause more damage while their
leadership is high.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 4.40 |
Acceleration | 5.00 |
Deceleration | 6.00 |
Charge Speed | 5.10 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 180 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | War Beast |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 50 |
Melee Defence | 55 |
Charge Bonus | 50 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 60 |
Bonus Hit Points | 5768 |
Unit Stats | |
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Unit Caste | Lord |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1150 |
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 | 138 |
Weapon AP Damage | 322 |
Building Damage | 400 |
Armour | |
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Armour Value | 70 |
Shield | |
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Missile Block Chance | 0 |