Orc Shaman (War Boar)
Shamans practise the art of annoyance - peppering their enemies with frustrating, painful and distracting spells.An Orc Shaman is a living conduit to Gork and Mork and can wield such arcane might that even the cruellest old Warbosses have to be impressed. The power of a Shaman comes not just from the Winds of Magic, or "da Great Green" as Greenskins know it, but also from the raw energy radiated by their fellow Orcs. As they advance into battle, the Waaagh! energy rises, allowing a Shaman to focus that force through the power of his mind. What erupts out of the Shaman are spells as brutal as the Orcs themselves. Shamans have been known to cause a foe's brains to burst out of his skull, to shoot death beams out of their own beady eyes or to summon an almighty green foot from the skies to stomp and squish any unfortunate enough to be caught underneath it. By using the awesome powers of Greenskin magic to destroy an enemy, Orc Shamans earn the right to their eccentricities.
Unit Name Orc Shaman (War Boar) |
Main Unit Key wh_main_grn_cha_orc_shaman_1 |
Land Unit Key wh_main_grn_cha_orc_shaman_1 |
Land Unit Group Parents Heroes |
Land Unit Group Wizard |
Caste Hero |
Category Cavalry |
Class Command |
Custom Battle Cost 600 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Number of Units 1 |
4412 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu2_orc_bo1_warboar_staff_and_sword |
├ Man Entity wh_main_grn_cha_orc_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4404 |
1200 |
└ Man Mass 1200.0000 |
55 |
├ Armour wh2_main_body_55 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
36 |
└ Man Speed 36 |
Melee Attack 38 |
20 |
310 |
├ Melee Weapon wh_main_grn_orc_boar_caster_hero |
├ Base Weapon Damage 90 |
├ Armour-Piercing Weapon Damage 220 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 70 |
Abilities
-
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% -
Evasion
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Speed x 105%
Melee Defence +5
Attributes
-
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.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - 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 | |
---|---|
Immortal Empires | |
The Realm of Chaos |