![Herald of Tzeentch (Tzeentch)](gen_images/unit_icon/warhammer3/wh3_main_tze_sarthoraels_watchers/wh3_main_tze_cha_herald_of_tzeentch_tzeentch_0.png)
![Sarthorael's Watchers](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh3_main_tze_sarthoraels_watchers/mon_256.png)
Herald of Tzeentch (Tzeentch)
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.
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Unit Name Herald of Tzeentch (Tzeentch) |
Main Unit Key wh3_main_tze_cha_herald_of_tzeentch_tzeentch_0 |
Land Unit Key wh3_main_tze_cha_herald_of_tzeentch_tzeentch_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 800 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
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├ 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 |
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└ Man Mass 600.0000 |
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├ Armour wh2_main_body_20 |
├ Shield none |
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└ Man Speed 38 |
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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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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 | |
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The Realm of Chaos |