High Beastmaster (Manticore)
With a crack of his whip, the Beastmaster torments his feral puppets, bringing even the unruliest critters to heel.The Beastmasters of Clar Karond and Karond Kar can command even the wildest creatures to do their bidding. In part, this mastery springs from their unflinching dedication to the tormentor's craft, but brutality alone would be worthless without a Beastmaster's innate empathy. All Elves share a mystical attunement with the natural world, but while most embrace this bond to gain greater wisdom and fellowship with other living creatures, Dark Elves, and Beastmasters in particular, employ it as another weapon in their arsenal of torment. It matters not whether the beast is a raging Manticore, a cunning Harpy, or the wisest of all Caledor's ancient Dragons: eventually, all submit to the Beastmaster's will, or perish under his lash.
Unit Name High Beastmaster (Manticore) |
Main Unit Key wh2_dlc14_def_cha_high_beastmaster_2 |
Land Unit Key wh2_dlc14_def_cha_high_beastmaster_2 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Flying Cavalry |
Naval Unit Group Flying Cavalry |
Soldiers 1 |
Caste Lord |
Category War Beast |
Class Command |
Cost 1500 |
Recruitment Cost 1650 |
Upkeep Cost 412 |
Melee Attack 55 |
445 |
├ Melee Weapon wh2_dlc14_def_high_beastmaster_manticore |
├ Melee Damage Base 290 |
├ Melee Damage Ap 155 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 15 |
└ Bonus vs Infantry 0 |
Charge Bonus 65 |
45 |
├ Base Defence 45 |
├ Shield none |
└ Shield Defence 0 |
80 |
├ Armour wh2_main_body_80 |
├ Armour Defence 80 |
└ Shield Armour 0 |
5476 |
├ Man Entity wh2_dlc14_def_infantry_hero_beastmaster_blood |
├ Man Speed 46 |
├ Man Health 8 |
├ Bonus Hit Points 5460 |
├ Mount wh2_dlc10_def_mnt_manticore |
├ Mount Entity wh_dlc01_flying_manticore_blood |
├ Mount Speed 70 |
└ Mount Health 8 |
Leadership (Base Morale) 80 |
Abilities
- Beastslaver
Beastmasters share their minions’ belligerence, cutting down foemen with lash, spear, and harpoon before claiming their twitching bodies as fodder. - Whiplash!
The startling crack of the Beastmaster’s hefty and ever-so-slightly serrated whip of Dragon-sinew suitably infuriates the beasts for battle. - Murderous Prowess
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples. - Murderous Prowess Indicator
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades! - 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.
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.
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves. - 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.