Goblin Great Shaman

ID: wh_main_grn_cha_goblin_great_shaman_1

Unit

Goblin Great Shaman
Wizard
1 1100 275
Spellcaster
Very Fast
4,068
Armour 25
Leadership 55
Speed 33
Melee Attack 24
Melee Defence 26
Weapon Strength 280
Charge Bonus 50

About

Unit Description

A Great Shaman summons the power of Gork and Mork, ravaging any in his way.

Historical Description

A Goblin Shaman's spells are weedy and irritating, but dangerous - just like Goblins themselves. While Orc Shamans tend to be seen as trance-addled buffoons, Goblin Shamans are cagey and cunning, if no less odd. They often use their magic to barter for tribal influence. Many Goblin Shamans work their way into a top position, either directly advising the Warboss or even taking the command role themselves. Any Greenskin that opposes a Goblin Shaman is apt to suffer nasty rashes, mysterious beetle infestations or some other wicked malady. In battle, Goblin Shamans turn their spiteful spells towards slaying, or at least annoying, the foe. These spells are more subtle than their larger kin's, but no less effective. When an enemy fails to charge because they have doubled up with itchy hives, or the weapons of the Greenskins seem to dart unerringly for weak spots in a foe's armour, it is often due to the magic of a Goblin Shaman.

Abilities

Don't Even Try It

Goblins, in general, are a little twitchy to say the least. If you’ve flinched too soon, you’re probably already dead.

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

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.

Guerilla Deployment

Hide (forest)

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

Strengths & Weaknesses

Spellcaster

This unit can cast spells.

Very Fast

This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.30
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Command
Move Action Points 2100
Melee Attack 24
Melee Defence 26
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 55
Bonus Hit Points 4060
Unit Stats
Unit Caste Lord
Unit Weight Light
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1100
Upkeep Cost 275
Unit Size 1
Melee CP 500
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 200
Weapon AP Damage 80
Building Damage 50
Armour
Armour Value 25
Shield
Missile Block Chance 0