Herald of Tzeentch (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) |
Main Unit Key wh3_main_pro_tze_cha_herald_of_tzeentch_tzeentch_1 |
Land Unit Key wh3_main_pro_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.
Faction Availability | |
---|---|
The Lost God |