Overseer (Lammasu)
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 (Lammasu) |
Main Unit Key wh3_dlc23_chd_cha_overseer_lammasu |
Land Unit Key wh3_dlc23_chd_cha_overseer_lammasu |
Land Unit Group Parents Lords |
Land Unit Group Axe Infantry |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 1750 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
5248 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu3_dlc23_bc2_lammasu_wb1_axe_shield |
├ Man Entity wh3_dlc23_chd_cha_overseer |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 5240 |
1100 |
└ Man Mass 1100.0000 |
60 |
├ Armour wh2_main_plate_60 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
32 |
└ Man Speed 32 |
Melee Attack 54 |
34 |
450 |
├ Melee Weapon wh3_dlc23_chd_mon_lammasu |
├ Base Weapon Damage 270 |
├ Armour-Piercing Weapon Damage 180 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 80 |
Abilities
-
The Enfeebling Foe
By means of the Lore of Shadows, the Wizard causes the enemy to be worn down by their own burdens, until they are enervated to a sorry standstill.
Melee Attack -24
Melee Defence -24 -
The Withering
The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
Armour -30
Leadership -8 -
Sorcerous Miasma
Those within sniffing distance of this enchanted pong find their own magical weapons practically useless while they remain there. -
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
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. -
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. -
Can Fly
This unit can fly.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - 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. - Magical Weapon Negation
This unit has the ability to negate the [[img:icon_magical_attacks]] magical attacks of enemy melee and missile weapons.
Faction Availability | |
---|---|
The Realm of Chaos |