Decent melee combatant: This ranged unit can perform OK in melee, if it has to.Armour-piercing: This unit does extra damage to heavily armoured units.Anti-large: This unit does extra damage to large units.In some cases, other units' leadership won't be harmed if these units rout or are destroyed. Expendable: These fodder units can be sacrificed to the enemy without much worry.Units may have an attribute, indicating that unit's role on the battlefield. Cavalry, chariots, war machines, monstrous infantry, and monsters are large. Infantry, war beasts, and most artillery crews are small. ![]() Units are either considered large or small. Mass: Units with higher mass are able to push and knock other units out of the way, leading to devastating charges.This also affects leadership – tired units are more likely to rout. Fatigue: How much energy this unit has left.When this is spent, the unit cannot fire any more and can only engage in melee combat. Ammo: The current ammunition of a ranged unit.Charge Bonus: Boost to melee attack that fades over a short period of time after a unit charges.Melee defence: Likelihood of a unit not being hit when an enemy attacks.Melee attack: Likelihood of a unit hitting when it attacks.When this goes to zero, most units will rout or crumble. Leadership: The current leadership (morale) of the unit.Some units such as Skavenslaves have as many as 200 soldiers, while most characters and large monsters only have 1. Unit size: The number of soldiers/models in the unit.Health: The current health of the unit, divided up between the remaining models in the unit.Lances: Cavalry armed with lances (as opposed to swords or spears) they generally have increased damage when they charge.Shields: Shielded units are able to block some portion (variable percentage depending on the unit) of the incoming missiles from the front. ![]()
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