Skarsnik
Pernicious and sly, Skarsnik retains command through deception, subterfuge and no small amount of murder.Skarsnik is the chieftain of the Crooked Moon tribe and the most powerful Night Goblin in the World's Edge Mountains. All of the surrounding Greenskin tribes acknowledge Skarsnik's overlordship of the peaks, valleys and upper levels of the ruined Dwarfhold of Karak Eight Peaks. Through devious machinations and relentless spite, he has risen to command in the midst of the bitter and ongoing three-way battle between the Greenskins, Dwarfs and Skaven. A merciless opponent, Skarsnik is forever devising new traps with which to lure his enemies to their doom. His mere name kindles incandescent rage in Dwarfs. It is said that the abominable deeds done by Skarsnik have gained their own chapter in the Book of Grudges, but the Dwarfs are not alone in hating Skarsnik. The Skaven have made innumerable pacts with the Greenskins, only to find themselves being double-crossed by arguably the shrewdest Night Goblin ever. Skarsnik orders heaps of Skaven skulls stacked into grim monuments to demoralise his ratmen foes. Queek Headtaker, second in command and right Clawlord to the grand ruler of Clan Mors, has cowed to place the head of Skarsnik on his trophy rack. Not a day goes by in Karak Eight Peaks without some plot, probing raid, ambush, assassination or full-scale assault. Yet still Skarsnik rules supreme. By the light of flickering candles made of Dwarf-fat, Skarsnik sits on his iron throne and plots yet more wicked schemes of conquest.
Unit Name Skarsnik |
Main Unit Key wh_dlc06_grn_cha_skarsnik_0 |
Land Unit Key wh_dlc06_grn_cha_skarsnik_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Halberd Infantry |
Naval Unit Group Halberd Infantry |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1150 |
Recruitment Cost 1100 |
Upkeep Cost 300 |
Melee Attack 50 |
390 |
├ Melee Weapon wh_dlc06_grn_skarsnik_halberd |
├ Melee Damage Base 115 |
├ Melee Damage Ap 275 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 30 |
└ Bonus vs Infantry 0 |
Charge Bonus 52 |
55 |
├ Base Defence 55 |
├ Shield none |
└ Shield Defence 0 |
50 |
├ Armour wh_dlc06_grn_goblin_gobbla |
├ Armour Defence 50 |
└ Shield Armour 0 |
5080 |
├ Man Entity wh_dlc06_grn_cha_skarsnik_hero_lgn_blood |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 5072 |
Leadership (Base Morale) 75 |
Abilities
- Spite of Da Bad Moon
Da Bad Moon offers protection to its weird and disgusting worshippers, shielding them from harm. - Tricksy Traps
The Night Goblins are delighted and emboldened by Skarsnik's sly, furtive plans and fiendish machinations. - Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops. - Waaagh!
The Warboss lifts his head and unleashes a mighty "WAAAGH!" – the boyz echo this terrifying roar as the entire Greenskin horde surges towards the enemy!
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
- Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour. - Armour-Piercing
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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants. - Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.