
Hand of the Shadow Crown
Hero· Assassin· 1 model at Ultra size
Comes with Alith Anarfree(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Hand of the Shadow Crown is High Elves hero: 3,688 HP, armour 40, melee attack 40, melee defence 45, weapon strength 400, range 300 m, missile damage 364 per 10 s for the whole unit. It costs 1,200 in the campaign and in multiplayer. It comes with Alith Anar. Unit key wh2_dlc10_hef_cha_shadow_walker. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
40
Leadership
76
Speed
46
Melee attack
40
Melee defence
45
Weapon strength
260 base + 140 armour-piercing
400
Charge bonus
30
Ranged
Range
300 m
Ammunition
30
Missile damage
100 base + 300 AP
400
Reload time
11 s
Damage per 10 s
364
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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Fire Whilst Moving
This unit can fire while on the move.
- Stalk
This unit can move hidden in any terrain.
Abilities
- Loose!Augment (Area) · +10 Reload SkillpassiveLoose!Augment (Area)+10 Reload SkillPassive · Range 55 mThe authorisation to loose arrows without adherence to drill makes for an irregular - and therefore far deadlier - hail of pointed death.
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
- SlipperyAugment · +25% Speed, +24 Melee DefenceactiveSlipperyAugment+25% Speed+24 Melee DefenceCooldown 60 s · Duration 25 sThose who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Counters
Good against
- Heavily armoured units — 300 of 400 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · High Elves: Dragon Princes, Phoenix Guard
- Lightly armoured units without shields — 364 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · High Elves: Sea Elemental, Oceanids
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Missile fire — armour 40, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · High Elves: Sisters of Avelorn, Shadow Warriors
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Who can field it
- High Elves · Lothern · extended roster
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.