Lord of ChangeA Lord of Change is imbued with the power of Tzeentch, able to sow madness and ruination amongst his foes.
A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. The Lord of Change is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence. Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power. As might be expected of a creature born of pure magic and bound to the will of the Master of Sorcery, a Lord of Change is a potent spellcaster. The Winds of Magic obey his every command, allowing him to summon whirling tempests of change and mutation, blast the enemies of Tzeentch with bolts of multicoloured fire or unravel the mind of an enemy spellcaster from the inside. Sorcery is not the only weapon at the command of a Lord of Change - he is also an erudite tactician, well versed in a thousand ploys and stratagems for any given situation. Accordingly, if a Lord of Change prefers to remain uncommitted in battle it is not through lack of courage or ferocity, but because he likes to direct his forces and better control the flow of the fighting. He instinctively sees the skeins of fate that play over the battlefield, and knows all too well how they can be manipulated.
Unit NameLord of Change
Main Unit Keywh_dlc01_chs_cha_qb_lord_of_change_0
Land Unit Keywh_dlc01_chs_cha_qb_lord_of_change_0
Naval Unit Keywh_main_shp_transport
Custom Battle Cost450
├ Melee Weaponwh_main_chs_lord_of_change
├ Melee Damage Base300
├ Melee Damage Ap140
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence40
└ Shield Defence0
├ Armour Defence30
└ Shield Armour0
├ Man Entitywh_main_chs_lord_of_change_blood
├ Man Speed60
├ Man Health8
└ Bonus Hit Points7425
Leadership (Base Morale)100
- Causes Fear
This unit frightens all enemy units, reducing their [[img:icon_morale]][[/img]]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.
This unit provides a [[img:icon_morale]][[/img]]leadership bonus to nearby allies. Units within range of both the [[img:icon_general]][[/img]]Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit does not suffer any form of [[img:icon_morale]][[/img]]leadership loss and will never rout.
Strengths & Weaknesses
No Strengths and Weaknesses