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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Council Guard (Stormvermin - Halberds)
Council Guard (Stormvermin - Halberds) Clan SkryreClan Skryre Melee Infantry

Council Guard (Stormvermin - Halberds)

In a society as corrupt and perfidious as this, the law-makers must be protected from those over whom they rule.

Stormvermin are the fighting elite of the Skaven Warlord clans. They are distinguished from their scrawnier litter-matters - often standing a full head taller, with thick muscular necks and a powerful build. Most Stormvermin are marked at birth, as their size and darker fur colour is recognisable. As the largest and most aggressive, young Stormvermin-to-be typically outfight the rest of their litter for precious food. If the young warriors are particularly strong, the weakest of their litter actually become the food. Should they survive the traumatic politics and back-stabbing as their litter-pack jockeys for position, the strongest Skaven will be assigned to regiments of Stormvermin and outfitted with the best war gear. Their duties may include forming a retinue or bodyguard for anyone from a minor Chieftain to the mighty ruling Clan Warlord himself, which puts the Stormvermin at the vanguard of the army where they can ensure continued preferential treatment by fighting with ferocity and zeal for their leaders.

Council Guard (Stormvermin - Halberds)

Unit Name

Council Guard (Stormvermin - Halberds)

Main Unit Key

wh2_dlc12_skv_inf_stormvermin_ror_0

Land Unit Key

wh2_dlc12_skv_inf_stormvermin_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Halberd Infantry

Naval Unit Group

Halberd Infantry

Soldiers

160

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1350

Recruitment Cost

1350

Upkeep Cost

337

Melee Attack

32

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh2_main_skv_halberd

├ Melee Damage Base

8

├ Melee Damage Ap

20

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

17

└ Bonus vs Infantry

0

Charge Bonus

10

Melee Defence

42

├ Base Defence

42

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Armour Defence

90

└ Shield Armour

0

Health

62

├ Man Entity

wh2_main_skv_infantry_heavy

├ Man Speed

38

├ Man Health

8

└ Bonus Hit Points

54

Leadership (Base Morale)

100

Abilities

  • Guardian
    In the midst of a bloodbath it's good to know that someone has your back.
  • Strength in Numbers
    Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • 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.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • 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.
Recuitment Requirement
Maximum Number 1
Faction Availability
The Eye of the Vortex