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HomeHome / Total War: WARHAMMER III / Clan Skryre / Units / Grey Seer (Plague)
Grey Seer (Plague) Clan SkryreClan Skryre Lords

Grey Seer (Plague)

The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.

The Grey Seers are also known as the Chosen of the Great Horned One, prophets of the Lord of the Great Below, and the voice of the Horned Rat. They are powerful sorcerers, capable of channelling eldritch energies in destructive ways, levelling enemy armies with lightning, or summoning ravening swarms of rats. Some Grey Seers ride atop the nightmarish Screaming Bell to unleash untold ruination. More important than their ability to dominate a battle, however, is their role as emissaries for the Council of Thirteen, a position which often grants them the top-rank. Having the backing of a Grey Seer means a clan is in ascendancy, and will gain supremacy in dealings with others. They may barter with the upper hand and a Skaven with an advantage will press it mercilessly. It is always best to exploit such an advantage while it lasts, for it will only be a matter of time before the Seers call with their own demands. In Skaven society it is well known that absolutely nothing comes without a steep reciprocal price.

Grey Seer (Plague) Grey Seer (Plague) Grey Seer (Plague)
Grey Seer (Plague)

Unit Name

Grey Seer (Plague)

Main Unit Key

wh2_main_skv_cha_grey_seer_plague_0

Land Unit Key

wh2_main_skv_cha_grey_seer_plague_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

350

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

3688

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu17_skaven_staff_and_sword

├ Man Entity

wh2_main_skv_infantry_hero_grey_seer_plague

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3680

Mass

300

└ Man Mass

300.0000

Armour

20

├ Armour

wh2_main_body_20

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

42

└ Man Speed

42

Melee Attack

30

Melee Defence

34

Weapon Strength

310

├ Melee Weapon

wh2_main_skv_cha_staff_lord

Base Weapon Damage

217

Armour-Piercing Weapon Damage

93

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

15

Abilities

  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
    Speed x 110%
  • 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

  • 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.