Chaos Sorcerer Lord (Metal) (Manticore)
When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .Those champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. They are amongst the most awful and depraved of all servants of the Ruinous Powers, 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 often instant and innate. Without the patience and wisdom that such study brings, an inexorable descent into deformity and madness is nigh on inevitable.
Unit Name Chaos Sorcerer Lord (Metal) (Manticore) |
Main Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_9 |
Land Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_metal_9 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 1300 |
Recruitment Cost 1500 |
Upkeep Cost 375 |
Number of Units 1 |
5268 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_bc3_manticore_wb_staff_and_sword |
├ Man Entity wh3_dlc20_chs_cha_chaos_sorcerer_metal |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 5260 |
600 |
└ Man Mass 600.0000 |
80 |
├ Armour wh2_main_body_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
33 |
└ Man Speed 33 |
Melee Attack 42 |
36 |
445 |
├ Melee Weapon wh_dlc01_chs_manticore_caster_lord |
├ Base Weapon Damage 290 |
├ Armour-Piercing Weapon Damage 155 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 50 |
Abilities
-
Paragon of Ruin
The Warriors of Chaos gather behind a force of almighty carnage, empowered by the very presence of their barbarous Lord.
Charge Bonus x 105% -
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% -
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. -
Evasion
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.
Speed x 105%
Melee Defence +5
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 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. - Scaly Skin
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]Missile Resistance.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |