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HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Orc Shaman (War Boar)
Orc Shaman (War Boar) BonerattlazBonerattlaz Heroes

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.

Orc Shaman (War Boar)

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

Hit Points

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

Mass

1200

└ Man Mass

1200.0000

Armour

55

├ Armour

wh2_main_body_55

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

36

└ Man Speed

36

Melee Attack

38

Melee Defence

20

Weapon Strength

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.