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Herald of Tzeentch (Tzeentch) (Disc of Tzeentch)
A powerful Daemon Sorcerer, directing the Changer's snickering legions from atop an eldritch sky-shark.Should a servant of greater power be required, Tzeentch will create a Herald, a more stable type of Horror. A Screamer has to be transmuted into a new form before it can safely be used as a mount. These Discs of Tzeentch retain the flattened and manta-like shape of the Screamer, but their magical bodies are transformed into unlikely shapes and aspects as part of the binding ritual. As a result, some Discs of Tzeentch are covered in eyes, whilst others are sheathed in living metal, feathers, scales or any one of a thousand, thousand possible combinations.
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Unit Name Herald of Tzeentch (Tzeentch) (Disc of Tzeentch) |
Main Unit Key wh3_main_tze_cha_herald_of_tzeentch_tzeentch_1 |
Land Unit Key wh3_main_tze_cha_herald_of_tzeentch_tzeentch_1 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1200 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu14_wh3_herald_of_tzeentch_wm_disc01_staff_and_book |
├ Man Entity wh3_main_tze_herald_disc_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4200 |
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└ Man Mass 1300.0000 |
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├ Armour wh2_main_body_20 |
├ Shield none |
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└ Man Speed 105 |
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├ Melee Weapon wh3_main_tze_herald_of_tzeentch |
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├ Missile Weapon wh3_main_tze_herald_fire_bolt |
├ Projectile wh3_main_tze_herald_fire_bolt |
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├ Number of Projectiles 1 |
├ Shots per volley 1 |
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Abilities
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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%
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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
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Causes Fear
This unit frightens all enemy units, reducing theirleadership when nearby. It is also immune to fear. Fear penalties do not stack.
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Daemonic
This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage whenLeadership is low)
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Encourage
This unit provides aleadership 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.
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Can Fly
This unit can fly. -
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 | |
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The Realm of Chaos |