The Severed Claw (Aspiring Champions)
The devastating sweep of a long halberd is near unavoidable, especially when wielded by those destined to become Tzeentch's mighty champions.Aspiring Champions are often the best any Chaos Warrior can hope to become, since the unending peril of fighting in a Chaos host means that few progress any higher. Those who achieve champion status will eliminate anyone they see as competition, butchering any promising underlings to ensure their continued station in their God’s hordes. As a result, many form their own warbands until they achieve their goals or meet their end by the blade of a rival. Those on this long and often doomed path are obsessed individuals, only recalling the most pertinent details of their past, and many assume new identities to replace those lost to them.
Unit Name The Severed Claw (Aspiring Champions) |
Main Unit Key wh3_dlc20_chs_inf_aspiring_champions_mtze_ror |
Land Unit Key wh3_dlc20_chs_inf_aspiring_champions_mtze_ror |
Land Unit Group Parents Infantry |
Land Unit Group Halberd Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1500 |
Recruitment Cost 1500 |
Upkeep Cost 375 |
Number of Units 16 |
9040 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_halberd |
├ Man Entity wh_dlc06_chs_infantry_aspiring_champions_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 557 |
600 |
└ Man Mass 600.0000 |
120 |
├ Armour wh2_main_heavy_metal_120 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 90 |
32 |
└ Man Speed 32 |
Melee Attack 40 |
52 |
90 |
├ Melee Weapon wh3_dlc20_chs_aspiring_champions_halberd |
├ Base Weapon Damage 30 |
├ Armour-Piercing Weapon Damage 60 |
├ Bonus vs. Large 30 |
└ Bonus vs. Infantry 0 |
Charge Bonus 16 |
Abilities
No Ability
Attributes
-
Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker. -
Charge Reflection
When bracing, this unit deals additional damage when attacking charging enemies. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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. -
Mark of Tzeentch
A unit with the [[col:white]]Mark of Tzeentch has:
Strengths & Weaknesses
- Barrier
This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health. - 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 All
When standing and bracing against a charge 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 | |
---|---|
Immortal Empires | |
The Realm of Chaos |