Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.A Goblin Shaman's spells are weedy and irritating, but dangerous - just like Goblins themselves. While Orc Shamans tend to be seen as trance-addled buffoons, Goblin Shamans are cagey and cunning, if no less odd. They often use their magic to barter for tribal influence. Many Goblin Shamans work their way into a top position, either directly advising the Warboss or even taking the command role themselves. Any Greenskin that opposes a Goblin Shaman is apt to suffer nasty rashes, mysterious beetle infestations or some other wicked malady. In battle, Goblin Shamans turn their spiteful spells towards slaying, or at least annoying, the foe. These spells are more subtle than their larger kin's, but no less effective. When an enemy fails to charge because they have doubled up with itchy hives, or the weapons of the Greenskins seem to dart unerringly for weak spots in a foe's armour, it is often due to the magic of a Goblin Shaman.
Unit Name Goblin Great Shaman |
Main Unit Key wh_main_grn_cha_goblin_great_shaman_2 |
Land Unit Key wh_main_grn_cha_goblin_great_shaman_2 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category War Machine |
Class Command |
Custom Battle Cost 850 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Number of Units 1 |
4230 |
├ Mount 2 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu5_goblin_wm_wolf_chariot01_whip |
├ Engines of War wh_main_grn_chariot_wolf |
├ Engine Entity wh_main_vehicle_grn_wolf_chariot |
├ Engine Hit Points 8 |
├ Articulated wh_main_grn_wolf_chariot |
├ Articulated Entity wh_main_vehicle_grn_wolf_chariot_articulation |
├ Articulated Hit Points 8 |
├ Num Engines 1 |
├ Man Entity wh_main_grn_cha_goblin_great_shaman_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 2 |
└ Bonus Hit Points 4198 |
1050 |
├ Engine Mass 750.0000 |
└ Man Mass 300.0000 |
45 |
├ Armour wh2_main_leather_45 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
90 |
├ Engine Speed 90 |
└ Man Speed 33 |
Melee Attack 14 |
10 |
250 |
├ Melee Weapon wh_main_grn_wolf_chariot_hero_great_shaman |
├ Base Weapon Damage 180 |
├ Armour-Piercing Weapon Damage 70 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 30 |
Charge Bonus 70 |
Abilities
-
Don't Even Try It
Goblins, in general, are a little twitchy to say the least. If you’ve flinched too soon, you’re probably already dead. -
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. -
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. - Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |