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Bray-Shaman (Wild) Warherd of the Shadowgave (The Season of Revelation)Warherd of the Shadowgave (The Season of Revelation) Command

Bray-Shaman (Wild)

The earth speaks and the Bray-Shaman hears it. Nature flows through him, giving him mastery over the land itself.

The Bray-Shamans of the Beastmen are vile to behold, their filthy bodies covered in matted fur into which all manner of crude fetishes and grim charms are woven. Their twisted features are often covered in a ragged hood, and they bear heavy braystafs as both brutal weapons and symbols of their position within the warherd. Bray-Shamans occupy a unique niche in the brutal and bitter world of the Beastmen; they have no need to defend themselves from other members of their tribe, for none would dare assault them. Not even the mightiest Beastlord would harm a Bray-Shaman, for they speak the will of the Dark Gods, and those that defy the Gods pay the highest price of all.

Bray-Shaman (Wild)

Unit Name

Bray-Shaman (Wild)

Main Unit Key

wh_dlc03_bst_cha_bray_shaman_wild_0

Land Unit Key

wh_dlc03_bst_cha_bray_shaman_wild_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

350

Recruitment Cost

300

Upkeep Cost

250

Melee Attack

30

Weapon Strength (Weapon Damage)

310

├ Melee Weapon

wh_dlc03_bst_staff_bray_shaman

├ Melee Damage Base

215

├ Melee Damage Ap

95

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

38

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh_dlc03_bst_leather

├ Armour Defence

15

└ Shield Armour

0

Health

3810

├ Man Entity

wh_dlc03_bst_cha_gor_hero_blood_dismember

├ Man Speed

38

├ Man Health

8

└ Bonus Hit Points

3802

Leadership (Base Morale)

55

Abilities

  • Primal Fury
    Goaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
  • 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 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
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