
Seneschal of the White Wolf
Lord· Lord· 1 model at Ultra size
Comes with Lords of the End Times - Empire(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Seneschal of the White Wolf is Empire lord: 4,288 HP, armour 95, melee attack 50, melee defence 44, weapon strength 470. It costs 1,100 in the campaign and 650 in multiplayer. It comes with Lords of the End Times - Empire. Unit key wh3_dlc29_emp_cha_seneschal_of_the_white_wolf. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
95
Leadership
72
Speed
34
Melee attack
50
Melee defence
44
Weapon strength
140 base + 330 armour-piercing
470
Charge bonus
50
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.
Abilities
- Wilderness' BastionAugment · +12 Melee Defence, +10% Damage ResistancepassiveWilderness' BastionAugment+12 Melee Defence+10% Damage ResistancePassiveUlric’s sworn know that charging headlong and screaming bloody murder at the foe is just as effective in battle as it is when facing the untamed wild.
- Commanding PresenceAugment (Area) · +8 LeadershipactiveCommanding PresenceAugment (Area)+8 LeadershipCooldown 60 s · Duration 20 s · Range 35 mThe presence itself is enough, the orders an afterthought – for this commander has seen it all and knows what needs to be done.
- Crush the WeakAugment · +8 Melee Attack, +15% Armour-Piercing Weapon Damage…passiveCrush the WeakAugment+8 Melee Attack+15% Armour-Piercing Weapon Damage+15% Base Weapon DamageEffect intensity increases with time spent engaged in melee.PassiveTo an Ulrican, an enemy's stuttering step and fear-glazed eyes are no different than those of the wild beasts they hunt.
- 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.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Stand Your Ground!Augment (Area) · +24 Melee Defence, +16 LeadershipactiveStand Your Ground!Augment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mOn the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Counters
Good against
- Heavily armoured units — 330 of 470 weapon strength armour-piercinge.g. Blessed Bastiladon (Solar Engine), Rotting Leviathan, Rogue Idol · The Empire: Steam Tank, Demigryph Knights
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · The Empire: Steam Tank, Greatswords
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
Patch changes
Patch 9.0.3wh3_dlc29_emp_cha_seneschal_of_the_white_wolf
- Armour90 → 95(+5)
- Melee attack46 → 50(+4)
- Charge bonus41 → 50(+9)
Patch 9.0wh3_dlc29_emp_cha_seneschal_of_the_white_wolf
New unit in this patch.
Patch 9.0.3wh3_dlc29_emp_cha_seneschal_of_the_white_wolf_warhorse
- Armour110 → 115(+5)
- Melee attack46 → 50(+4)
- Charge bonus66 → 75(+9)
Patch 9.0wh3_dlc29_emp_cha_seneschal_of_the_white_wolf_warhorse
New unit in this patch.
Seneschal of the White Wolf skill tree
51 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Seneschal of the White Wolf's skills
- Barded WarhorseBarded WarhorseUnlocks at rank 4
- Mount: Barded Warhorse
- Commanding PresenceCommanding PresenceUnlocks at rank 4
- Character's aura leadership effect: +5
- Leadership aura size: +25%
- Hold the Line!Hold the Line!Unlocks at rank 6
- Passive ability: "Hold the Line!"
- Mark of HyshMark of HyshUnlocks at rank 8
- Spell resistance: 10%
- Ulric’s WardUlric’s WardUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Riders of MiddenlandRiders of MiddenlandUnlocks at rank 12
- Casualty replenishment rate: +10% for Cult of Ulric units (Lord's army)
- Recruitment cost: -20% for Cult of Ulric units (Lord's army)
- Middenland War LevyMiddenland War Levy
- Attribute: Immune to Psychology for Melee Infantry units (Lord's army)
- Armour: +15 for Melee Infantry units (Lord's army)
- Ride the Wayward WindsRide the Wayward Winds
- Speed: +15% for Melee Cavalry units (Lord's army)
- Attribute: Vanguard Deployment for Melee Cavalry units (Lord's army)
- Martial FerocityMartial Ferocity
- Upkeep: -10% for Melee Infantry and Melee Cavalry units (Lord's army)
- Melee attack: +5 (all units in army)
- Melee defence: +5 (all units in army)
- Frost-Hardened ResolveFrost-Hardened ResolveUnlocks at rank 12
- Armour: +15
- Melee defence: +7
- Killing RunKilling Run
- Melee attack: +7
- Weapon strength: +15%
- Crushing ChargeCrushing Charge
- Attribute: Glorious Charge
- Charge bonus: +15
- Campaign movement range: +7% (Lord's army)
- Wilderness' BastionWilderness' Bastion
- Passive ability: "Wilderness' Bastion"
- Hit points: +15%
- Wound recovery time: -1 turns
- Hard to HitHard to Hit
- Melee defence: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Emperor's FinestEmperor's Finest3 levelsLevel 1
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +4 for Melee Infantry units (Lord's army)
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +6 for Melee Infantry units (Lord's army)
- Melee defence: +6 for Melee Infantry units (Lord's army)
- Speed of HorseSpeed of Horse3 levelsLevel 1
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Speed: +5% for Melee Cavalry units (Lord's army)
- Charge bonus: +9 for Melee Cavalry units (Lord's army)
- Speed: +10% for Melee Cavalry units (Lord's army)
- PistolkorpsPistolkorps3 levelsLevel 1
- Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +10% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +20% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Noble BeastsNoble Beasts3 levelsLevel 1
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +5% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +6 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +10% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Mighty ForgeMighty Forge3 levelsLevel 1
- Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Imperial GunneryImperial Gunnery3 levelsLevel 1
- Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +10% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Strength of HardshipStrength of Hardship
- Armour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)
- SharpshooterSharpshooter
- Missile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Taste for BattleTaste for Battle
- Melee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Artillery MasterArtillery Master
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Leader of RenownLeader of Renown3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Reassuring PresenceReassuring Presence3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- IrrepressibleIrrepressible
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Character experience gain: +15%
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +6% (Lord's army)
- Ambush defence chance: +16% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- HeadhunterHeadhunter
- Campaign movement range: +5%
- Recruit rank: +2 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
- Local recruitment capacity: +1 (local province)
Every version of Seneschal of the White Wolf
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The EmpireLord | 4,288 | 1 | 95 | 72 | 34 | 50 | 44 | 470 | 50 | 1,100 | 275 | wh3_dlc29_emp_cha_seneschal_of_the_white_wolf |
| The EmpireLord | 4,906 | 1 | 115 | 72 | 78 | 50 | 44 | 470 | 75 | 1,350 | 337 | wh3_dlc29_emp_cha_seneschal_of_the_white_wolf_warhorse |
Who can field it
- The Empire · Reikland
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.
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.