Exalted Lord of Change (Tzeentch)
The greatest of Tzeentch's Daemon legion, a towering master of sorcery and trickery alike, able to unravel minds as easily as it gouges flesh.A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. It is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence. Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power.
Unit Name Exalted Lord of Change (Tzeentch) |
Main Unit Key wh3_main_tze_cha_exalted_lord_of_change_tzeentch_0 |
Land Unit Key wh3_main_tze_cha_exalted_lord_of_change_tzeentch_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 2000 |
Recruitment Cost 1000 |
Upkeep Cost 500 |
Number of Units 1 |
7828 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu10c_exalted_lord_of_change_staff |
├ Man Entity wh3_main_tze_cha_exalted_lord_of_change |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 7820 |
3500 |
└ Man Mass 3500.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
54 |
└ Man Speed 54 |
Melee Attack 50 |
50 |
450 |
├ Melee Weapon wh3_main_tze_exalted_lord_of_change_staff |
├ Base Weapon Damage 135 |
├ Armour-Piercing Weapon Damage 315 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 40 |
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% -
Prismatic Plurality
No matter the incantation, others' abilities are restored far quicker than would normally be the case. -
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%
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. - 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.
Faction Availability | |
---|---|
The Realm of Chaos |