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HomeHome / Total War: WARHAMMER II / Warriors of Chaos (Mortal Empires) / Units / Chaos Sorcerer (Fire)
Chaos Sorcerer (Fire) Warriors of Chaos (Mortal Empires)Warriors of Chaos (Mortal Empires) Command

Chaos Sorcerer (Fire)

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 (Fire)

Unit Name

Chaos Sorcerer (Fire)

Main Unit Key

wh_main_chs_cha_chaos_sorcerer_fire_9

Land Unit Key

wh_dlc06_chs_cha_chaos_sorcerer_fire_9

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

40

Weapon Strength (Weapon Damage)

445

├ Melee Weapon

wh_dlc01_chs_manticore_caster

├ Melee Damage Base

290

├ Melee Damage Ap

155

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

50

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh2_main_body_80

├ Armour Defence

80

└ Shield Armour

0

Health

5112

├ Man Entity

wh_main_infantry_standard_large_hero_blood_dismembers

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

5096

├ Mount

wh_dlc01_chs_mnt_manticore

├ Mount Entity

wh_dlc01_flying_manticore_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

No Ability

Attributes

  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    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.