Overseer
Someone has to keep the ingrate Labourers in line. Sometimes, this involves killing a few to make a point…Unfortunate wretches toil amid the poisoned air and burning ash of Zharrduk, and like the craftsmen they are, the Chaos Dwarfs prefer, whenever possible, to select the 'right tool' for the right job. By far the most common workers in the Chaos Dwarf realm are Greenskins, and this is not simply because they are native to the Dark Lands and its bordering mountains, but also because they are hardy creatures who will often last the longest in the noxious fumes and murderous conditions under which they are made to labour. Of course, there's no way that sneaky, tricksy Greenskins can simply be left to their own devices, and certainly not on the battlefield. Therefore, an Overseer is required to ensure they fall into line and stay there, until the time comes to charge, of course!
Unit Name Overseer |
Main Unit Key wh3_dlc23_chd_cha_overseer |
Land Unit Key wh3_dlc23_chd_cha_overseer |
Land Unit Group Parents Lords |
Land Unit Group Axe Infantry |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1000 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
4958 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu3_dwarf_axe_and_shield_thane |
├ Man Entity wh3_dlc23_chd_cha_overseer |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4950 |
1100 |
└ Man Mass 1100.0000 |
120 |
├ Armour wh2_main_plate_120 |
├ Shield wh_missile_block_55_metal |
└ Missile Block Chance 55 |
Leadership 80 |
32 |
└ Man Speed 32 |
Melee Attack 55 |
55 |
430 |
├ Melee Weapon wh3_dlc23_chd_cha_overseer |
├ Base Weapon Damage 260 |
├ Armour-Piercing Weapon Damage 170 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
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% -
Foe-Seeker
The Cloven Ones are compelled to seek out ever-greater enemies, whose bodies shall be riven in twain.
Speed x 125% -
Stand or Die!
Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
Melee Defence +24
Leadership +16
Attributes
-
Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker. -
Contempt
Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute. -
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
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Melee Expert
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Faction Availability | |
---|---|
The Realm of Chaos |