Ikit Claw
The notorious tinker-rat known as Ikit Claw focuses his diabolical pursuits on building the most heinous killing-contraptions possible.Chief Warlock Ikit Claw has taken Skryre’s blend of science and sorcery to entirely new levels. He was tall and white-furred before a failed experiment exploded and mangled his body, so an intricate iron mask of his own invention now covers his hairless skull and a cunningly wrought exoskeleton aids his withered left side. The iron contraption is run by a Warp-generator, a masterpiece of engineering that siphons the Winds of Magic to also power Ikit’s devilish inventions. Whirring cogs hiss and vent steam as the Chief Warlock moves, clanking like a fully armoured knight. Like all Clan Skryre Warlock Engineers, Ikit has continued to tinker, adding countless upgrades. He wields the crackling blade Storm Daemon, a modified halberd wrapped with copper wire coils set with glowing Warpstone, energised with barely suppressed power drawn from his Warp-generator.
Unit Name Ikit Claw |
Main Unit Key wh2_dlc12_skv_cha_ikit_claw_0 |
Land Unit Key wh2_dlc12_skv_cha_ikit_claw_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 1000 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
64 |
├ Missile Weapon wh2_dlc12_skv_ikit_warpfire |
├ Projectile wh2_dlc12_skv_ikit_warpfire |
├ Missile Damage 48 |
├ Missile Ap Damage 16 |
└ Base Reload Time 12 |
Accuracy 10 |
Range 80 |
Reload 10 |
Shots Per Minute 5.6 |
Ammunition 20 |
Melee Attack 45 |
370 |
├ Melee Weapon wh2_main_skv_cha_ikit_claw_halberd |
├ Melee Damage Base 120 |
├ Melee Damage Ap 250 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 22 |
└ Bonus vs Infantry 0 |
Charge Bonus 30 |
56 |
├ Base Defence 56 |
├ Shield none |
└ Shield Defence 0 |
110 |
├ Armour wh2_main_heavy_metal_110 |
├ Armour Defence 110 |
└ Shield Armour 0 |
4288 |
├ Man Entity wh2_dlc12_skv_infantry_fast_hero_ikit_claw |
├ Man Speed 40 |
├ Man Health 8 |
└ Bonus Hit Points 4280 |
Leadership (Base Morale) 65 |
Abilities
- Brass Orb
Possession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death. - Unlimited Power!
Unlimited power corrupts the already-totally-corrupted utterly. - Scurry Away!
"He who runs away lives to fight another day!" - so the foul, craven adage goes.
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-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.