Chieftain
To be in the Warlord’s cadre, scheming must come as naturally as breathing, for it takes a great leader to speak great lies.A Warlord cannot be everywhere at once and so must build up a cadre of enforces – loyal (for the moment) Chieftains that can ensure that a Warlord’s word is law and that he has a paw in all profitable ventures. These commanders are more powerfully built than the warriors they ruthlessly command, using their advantage to claw their way to promotion. In reality, mere physical prowess is not enough to sustain control without manipulation; the ability to set rivals upon each and muster support are skills needed to keep hold of power, as even the fiercest fighters become worn down by the constant challenges of Skaven life.
Unit Name Chieftain |
Main Unit Key wh2_dlc16_skv_cha_chieftain_0 |
Land Unit Key wh2_dlc16_skv_cha_chieftain_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Melee Specialist |
Naval Unit Group Melee Specialist |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Command |
Cost 550 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Melee Attack 40 |
360 |
├ Melee Weapon wh2_dlc16_tmb_chieftain_halberd |
├ Melee Damage Base 100 |
├ Melee Damage Ap 260 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 25 |
└ Bonus vs Infantry 0 |
Charge Bonus 15 |
45 |
├ Base Defence 45 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_heavy_metal_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
3783 |
├ Man Entity wh2_main_skv_infantry_fast_hero_queek_headtaker |
├ Man Speed 40 |
├ Man Health 8 |
└ Bonus Hit Points 3775 |
Leadership (Base Morale) 50 |
Abilities
- Guardian
In the midst of a bloodbath it's good to know that someone has your back. - Power Grab
"I be leader now, yes-yes! ‘Til I die-die, or you find someone better!" - Scurry Away!
"He who runs away lives to fight another day!" - so the foul, craven adage goes.
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - 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
- 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.