N'Kari
A notorious and ancient Keeper of Secrets, N'Kari has broken empires and countless minds in his ceaseless quest for new depraved sensations.N’Kari is a ruiner of purity, a despoiler of the faithful and a harbinger of damnation. To him, fear and lust are the most succulent of dishes, but any mortal rapture provides sustenance – particularly if the victim can be propelled from the heights of one to the depths of another. Nothing is more delectable to N’Kari than the act of snatching a prideful popinjay from the adulation of his followers, drowning him in stark terror, then returning him, broken-minded and wallowing in his own involuntary filth, to the mockery of the comrades who once roared his praises.
Unit Name N'Kari |
Main Unit Key wh3_main_sla_cha_nkari_0 |
Land Unit Key wh3_main_sla_cha_nkari_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 2400 |
Recruitment Cost 2400 |
Upkeep Cost 600 |
Number of Units 1 |
8048 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu16b_wh3_nkari |
├ Man Entity wh3_main_monster_keeper_of_secrets_nkari |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8040 |
4000 |
└ Man Mass 4000.0000 |
15 |
├ Armour wh2_main_body_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 85 |
100 |
└ Man Speed 100 |
Melee Attack 70 |
60 |
520 |
├ Melee Weapon wh3_main_sla_nkari_sword |
├ Base Weapon Damage 130 |
├ Armour-Piercing Weapon Damage 390 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 40 |
Abilities
-
Willing Prey
Some beings, in their darkest heart, have a deep-seated desire for an agonising death.
Melee Attack -24
Melee Defence -40 -
Harvester of Souls
"Distributor of pain... Your loss shall be my gain!" -
Soul Siphon
Along with the will to fight on, fleeing enemies find their very souls drawn from their broken bodies. -
Daemonic Instability
As the Daemon's courage falters, their mortal form crumbles and fades from this reality. -
Banished!
Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
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.
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. -
Daemonic
This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low) -
Devastating Flanker
Entities with this attribute double their charge bonus when attacking the rear or flank of an entity. -
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. -
Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - 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.
Faction Availability | |
---|---|
The Realm of Chaos |