Warlock MasterCunning 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!
Unit NameWarlock Master
Main Unit Keywh2_dlc12_skv_cha_warlock_master_0
Land Unit Keywh2_dlc12_skv_cha_warlock_master_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
├ Melee Weaponwh2_dlc12_skv_cha_warlock_master_power_claw
├ Melee Damage Base105
├ Melee Damage Ap245
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry25
├ Base Defence52
└ Shield Defence0
├ Armour Defence90
└ Shield Armour0
├ Man Entitywh2_main_skv_infantry_hero_warlock_master
├ Man Speed42
├ Man Health8
└ Bonus Hit Points3912
Leadership (Base Morale)60
- 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.
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
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.
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 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 effects a large area.