Herald of Tzeentch (Metal)
A magical slave granted rare agency, great cunning and potent sorcery by the Great Conspirator.As the magically fashioned slaves of Tzeentch, Horrors are considered automatons to be expended as part of a carefully wrought plan. Should a servant of greater power be required, Tzeentch will create a Herald, a more stable type of Horror. Such Daemons have enough consciousness to direct others of their kind without constant guidance from a Lord of Change, directing furious sorcery against Tzeentch's enemies. The mere presence of a Herald of Tzeentch drastically increases the abilities of nearby Daemons, mutating them into new and stronger forms and empowering their magic.
Unit Name Herald of Tzeentch (Metal) |
Main Unit Key wh3_main_tze_cha_herald_of_tzeentch_metal_0 |
Land Unit Key wh3_main_tze_cha_herald_of_tzeentch_metal_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 800 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3808 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu14_wh3_herald_of_tzeentch_staff_and_book |
├ Man Entity wh3_main_tze_cha_horror_herald_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3800 |
600 |
└ Man Mass 600.0000 |
20 |
├ Armour wh2_main_body_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
38 |
└ Man Speed 38 |
Melee Attack 35 |
35 |
375 |
├ Melee Weapon wh3_main_tze_herald_of_tzeentch |
├ Base Weapon Damage 250 |
├ Armour-Piercing Weapon Damage 125 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Ammunition 20 |
Range 130 |
375 |
├ Missile Weapon wh3_main_tze_herald_fire_bolt |
├ Projectile wh3_main_tze_herald_fire_bolt |
├ Base Missile Damage 225 |
├ Armour-Piercing Missile Damage 75 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 8 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Locus of Conjuration
The more units in the immediate vicinity of this focal point, the more the Winds of Magic are recharged. -
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% -
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
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Barrier
This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health. - Flaming Attacks
This unit inflicts flaming attacks. Units hit by flaming attacks heal at half the usual rate whilst 'on fire’ and sustain additional damage if vulnerable to fire.
Faction Availability | |
---|---|
The Realm of Chaos |