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Warlock Master Clan MoulderClan Moulder Command

Warlock Master

Cunning overseers, whose job it is to manage and well, steal any credit that may be due an inventive Warlock Engineer.

The Warlock Engineers of Clan Skryre are perhaps the most ingenious minds in all Skavendom; insane, diabolical scientists who combine arcane sorcery with mad science to create some of the the greatest technological marvels of mayhemic destruction. They are the artificers of Skaven society, producing black-market weaponry for any able to pay for it. Under the ever-watchful eyes of their Warlock Masters, whose role it is to oversee and, well, steal any credit that may be due, Warlock Engineers are the very pinnacle of Skaven technomancy. They combine well-known weapons with heavy armour to make highly-experimental devices which do not always function flawlessly - many have met their doom as the result of an exploding Warp-power accumulator!

Warlock Master

Unit Name

Warlock Master

Main Unit Key

wh2_dlc12_skv_cha_warlock_master_0

Land Unit Key

wh2_dlc12_skv_cha_warlock_master_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

700

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

40

Weapon Strength (Weapon Damage)

350

├ Melee Weapon

wh2_dlc12_skv_cha_warlock_master_power_claw

├ Melee Damage Base

105

├ Melee Damage Ap

245

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

25

Charge Bonus

18

Melee Defence

52

├ Base Defence

52

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Armour Defence

90

└ Shield Armour

0

Health

3920

├ Man Entity

wh2_main_skv_infantry_hero_warlock_master

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

3912

Leadership (Base Morale)

60

Abilities

  • Brass Orb
    Possession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death.
  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
  • 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.
  • Extra Powder
    There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.

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.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.