Goblin Great Shaman (Arachnarok Spider (Catchweb Spidershrine))
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.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.
Unit Name Goblin Great Shaman (Arachnarok Spider (Catchweb Spidershrine)) |
Main Unit Key wh2_twa01_grn_cha_goblin_great_shaman_3 |
Land Unit Key wh2_twa01_grn_cha_goblin_great_shaman_3 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 8 |
Caste Lord |
Category War Beast |
Class Command |
Cost 2050 |
Recruitment Cost 1900 |
Upkeep Cost 475 |
Melee Attack 58 |
380 |
├ Melee Weapon wh_main_grn_arachnarok |
├ Melee Damage Base 100 |
├ Melee Damage Ap 280 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 14 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
30 |
├ Base Defence 30 |
├ Shield none |
└ Shield Defence 0 |
120 |
├ Armour wh2_dlc15_bone_120 |
├ Armour Defence 120 |
└ Shield Armour 0 |
9973 |
├ Man Entity wh_main_grn_cha_goblin_great_shaman_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 9957 |
├ Mount wh2_twa01_grn_mnt_arachnarok_spider_catchweb_spidershrine |
├ Mount Entity wh_main_monster_spider_arachnarok_blood |
├ Mount Speed 57 |
└ Mount Health 8 |
Leadership (Base Morale) 55 |
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
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Fire Whilst Moving
This unit can fire while on the move. - Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - 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. - Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage. - 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.