Iridescent Horror (Tzeentch)
A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.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 an Iridescent Horror, a more stable type of Horror. Iridescent Horrors are often the same lurid hue as Pink Horrors, but do not morph into a pair of Blue Horrors when struck. 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.
Unit Name Iridescent Horror (Tzeentch) |
Main Unit Key wh3_main_tze_cha_iridescent_horror_tzeentch_0 |
Land Unit Key wh3_main_tze_cha_iridescent_horror_tzeentch_0 |
Land Unit Group Parents Heroes |
Land Unit Group Wizard |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 700 |
Recruitment Cost 900 |
Upkeep Cost 225 |
Number of Units 1 |
3408 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu14_wh3_iridescent_horror_staff |
├ Man Entity wh3_main_tze_cha_horror_iridescent_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3400 |
500 |
└ Man Mass 500.0000 |
20 |
├ Armour wh2_main_body_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
38 |
└ Man Speed 38 |
Melee Attack 30 |
30 |
300 |
├ Melee Weapon wh3_main_tze_iridescent_horror |
├ Base Weapon Damage 210 |
├ Armour-Piercing Weapon Damage 90 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Ammunition 20 |
Range 130 |
338 |
├ Missile Weapon wh3_main_tze_iridescent_horror_fire_bolt |
├ Projectile wh3_main_tze_iridescent_horror_fire_bolt |
├ Base Missile Damage 203 |
├ Armour-Piercing Missile Damage 67 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 8 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Locus of Change
Change comes in many forms… Death, in this instance, is brought down swiftly from above.
Armour-Piercing Missile Damage x 125%
Base Missile Damage x 125% -
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. -
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 | |
The Lost God |