Chaos Sorcerer Lord (Death) (Chaos Dragon)This Sorcerer Lord gleans his power from death itself, consigning his opponents to endless, tormented oblivion.
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.
Unit NameChaos Sorcerer Lord (Death) (Chaos Dragon)
Main Unit Keywh_dlc01_chs_cha_chaos_sorcerer_lord_death_10
Land Unit Keywh_dlc01_chs_cha_chaos_sorcerer_lord_death_10
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
├ Melee Weaponwh_dlc01_chs_dragon_caster
├ Melee Damage Base140
├ Melee Damage Ap380
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence40
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_large_hero_blood_dismembers
├ Man Speed33
├ Man Health8
├ Bonus Hit Points7300
├ Mount Entitywh_main_flying_dragon_blood
├ Mount Speed65
└ Mount Health8
Leadership (Base Morale)65
- Dark Fire of Chaos
The dark flames of Chaos burn flesh, armour and souls alike; the Ruinous Powers do not discriminate.
- 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.
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
- Causes Fear
This unit frightens all enemy units, reducing their 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 Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Causes Terror
This unit can fear themselves.
- Scaly Skin
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
|The Eye of the Vortex|