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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Chieftain
Chieftain Clan SkryreClan Skryre Command

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.

Chieftain

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

Weapon Strength (Weapon Damage)

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

Melee Defence

45

├ Base Defence

45

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Armour Defence

90

└ Shield Armour

0

Health

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.