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HomeHome / Total War: WARHAMMER III / Puppets of Misrule / Units / The Severed Claw (Aspiring Champions)
The Severed Claw (Aspiring Champions) Puppets of MisrulePuppets of Misrule Infantry

The Severed Claw (Aspiring Champions)

The devastating sweep of a long halberd is near unavoidable, especially when wielded by those destined to become Tzeentch's mighty champions.

Aspiring Champions are often the best any Chaos Warrior can hope to become, since the unending peril of fighting in a Chaos host means that few progress any higher. Those who achieve champion status will eliminate anyone they see as competition, butchering any promising underlings to ensure their continued station in their God’s hordes. As a result, many form their own warbands until they achieve their goals or meet their end by the blade of a rival. Those on this long and often doomed path are obsessed individuals, only recalling the most pertinent details of their past, and many assume new identities to replace those lost to them.

The Severed Claw (Aspiring Champions)

Unit Name

The Severed Claw (Aspiring Champions)

Main Unit Key

wh3_dlc20_chs_inf_aspiring_champions_mtze_ror

Land Unit Key

wh3_dlc20_chs_inf_aspiring_champions_mtze_ror

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

16

Hit Points

9040

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_halberd

├ Man Entity

wh_dlc06_chs_infantry_aspiring_champions_blood_dismembers

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

557

Mass

600

└ Man Mass

600.0000

Armour

120

├ Armour

wh2_main_heavy_metal_120

├ Shield

none

Missile Block Chance

0

Leadership

90

Speed

32

└ Man Speed

32

Melee Attack

40

Melee Defence

52

Weapon Strength

90

├ Melee Weapon

wh3_dlc20_chs_aspiring_champions_halberd

Base Weapon Damage

30

Armour-Piercing Weapon Damage

60

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

16

Abilities

No Ability

Attributes

  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • 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.
  • Mark of Tzeentch
    A unit with the [[col:white]]Mark of Tzeentch has:

Strengths & Weaknesses

  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.
  • 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.
  • Charge Defence Against All
    When standing and bracing against a charge this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement
Maximum Number 1