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HomeHome / Total War: WARHAMMER / Norsca / Units / Chaos Sorcerer (Metal) (Warhorse)
Chaos Sorcerer (Metal) (Warhorse) NorscaNorsca Command

Chaos Sorcerer (Metal) (Warhorse)

This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture.

Those Champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. Chaos Sorcerers wield the wild energies of entropy itself, reshaping reality to better serve their whims and those of their dark masters. A word and a gesture from a Chaos Sorcerer can strip a man's flesh from his bones, force a lover to murder his beloved, or cause a regiment of soldiers to burst into flame. They are amongst the most awful and depraved of all servants of Chaos, for they long ago sold their souls in exchange for the heady elixir of pure power. Where many of the world's Wizards, such as those taught by the Colleges of Magic in Altdorf, glean their arcane skill from long years of painstaking research, a Chaos Sorcerer's understanding of the Winds of Magic is instant and innate. However, without the patience and wisdom that such study brings, a Chaos Sorcerer lacks due wariness and respect for the ultimate dangers of magic, and so begins an inexorable descent into deformity and madness. Many are the paths that lead to this ultimate fate, but most often, the Chaos Sorcerer seeks to expand his magical powers or harness more of the occult by simply bartering away another fraction of his soul, losing a little more of his humanity in the process. Before long, the aspirant feels his whole body and mind twist and alter, and as the gnawed remnants of his soul are finally devoured, he is plunged into the whirlpools of insanity, leaving behind nothing of the man who was.

Chaos Sorcerer (Metal) (Warhorse)

Unit Name

Chaos Sorcerer (Metal) (Warhorse)

Main Unit Key

wh_main_nor_cha_chaos_sorcerer_1

Land Unit Key

wh_main_nor_cha_chaos_sorcerer_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

550

Recruitment Cost

1100

Upkeep Cost

138

Melee Attack

42

Weapon Strength (Weapon Damage)

315

├ Melee Weapon

wh_main_chs_sword_caster_hero

├ Melee Damage Base

220

├ Melee Damage Ap

95

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh_main_chs_chaos_armour_mounted

├ Armour Defence

90

└ Shield Armour

0

Health

3616

├ Man Entity

wh_main_infantry_standard_large_hero_blood_dismembers

├ Man Speed

35

├ Man Health

8

├ Bonus Hit Points

3600

├ Mount

wh_main_nor_mnt_warhorse

├ Mount Entity

wh_main_cavalry_standard_360_blood

├ Mount Speed

80

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.

Attributes

  • Encourage
    This unit provides a 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.