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.
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 Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1200 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Number of Units 1 |
4208 |
├ 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 |
1300 |
└ Man Mass 1300.0000 |
20 |
├ Armour wh2_main_body_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
105 |
└ Man Speed 105 |
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 35 |
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. -
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 | |
---|---|
The Realm of Chaos |