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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Warlock Master (Doomwheel)
Warlock Master (Doomwheel) Clan SkryreClan Skryre Command

Warlock Master (Doomwheel)

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 (Doomwheel)

Unit Name

Warlock Master (Doomwheel)

Main Unit Key

wh2_dlc12_skv_cha_warlock_master_2

Land Unit Key

wh2_dlc12_skv_cha_warlock_master_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

25

Caste

Lord

Category

War Machine

Class

Command

Cost

1500

Recruitment Cost

1300

Upkeep Cost

250

Engine Missile Damage

0

├ Engine

wh2_dlc12_skv_veh_doomwheel_warlock_master

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

10

Shots Per Minute

Ammunition

52

Melee Attack

26

Weapon Strength (Weapon Damage)

297

├ Melee Weapon

wh2_dlc12_skv_doomwheel_warlock_master

├ Melee Damage Base

102

├ Melee Damage Ap

195

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

30

Charge Bonus

50

Melee Defence

37

├ Base Defence

37

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Armour Defence

100

└ Shield Armour

0

Health

5220

├ Man Entity

wh2_main_skv_infantry_hero_warlock_master

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

5212

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.
  • 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

  • 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

  • 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.