Sarthorael the Everwatcher
Spoken of for many ages, this Lord of Change is favoured by Tzeentch himself, and fulfils his dark, malicious purpose.Although no Daemon’s true name can ever be known, there has been talk for aeons of the one called “Sarthorael”. Like all Lords of Change, the Ever-Watcher revels in his contriving and devious nature, hiding his true manipulative genius behind a screen of erratic and fickle behaviour. Yet Sarthorael is more than a mere Lord of Change - he is one of Tzeentch’s favoured, sent to spread mayhem to those that the Great Changer deems deserving. Whilst the world of mortals should tremble when a Lord of Change appears before them, so too should Daemons be wary, for Tzeentch does not discriminate – all are fair targets in his game. And so Sarthorael is sent, watching and waiting, with all the craft and slyness of his master, to judge whether the end can really be brought about and, when the time is right, to see if those who stand upon the wastes really have the strength to do it.
Unit Name Sarthorael the Everwatcher |
Main Unit Key wh_main_chs_cha_lord_of_change_0 |
Land Unit Key wh_main_chs_cha_lord_of_change_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1700 |
Recruitment Cost 1000 |
Upkeep Cost 100 |
Number of Units 1 |
7028 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu10c_lord_of_change_staff |
├ Man Entity wh_main_chs_lord_of_change_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 7020 |
3500 |
└ Man Mass 3500.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
54 |
└ Man Speed 54 |
Melee Attack 45 |
45 |
420 |
├ Melee Weapon wh_main_chs_lord_of_change |
├ Base Weapon Damage 125 |
├ Armour-Piercing Weapon Damage 295 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 35 |
Abilities
-
Greater 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.
Spell Mastery x 110% -
Daemonic Instability
As the Daemon's courage falters, their mortal form crumbles and fades from this reality. -
Banished!
Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong. -
Wounds
Even 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.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Stand or Die!
Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
Melee Defence +24
Leadership +16
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. -
Daemonic
This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low) -
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. -
Can Fly
This unit can fly.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - Armour-Piercing
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |