Chaos Sorcerer Lord (Shadows)
This Sorcerer Lord can reach into the very minds of his adversaries, ripping thoughts apart as easily as undoing a knot.Those champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. They are amongst the most awful and depraved of all servants of the Ruinous Powers, for they long ago sold their souls in exchange for the heady elixir of pure power. Where many of the world's Wizards, such as those taught by the Colleges of Magic in Altdorf, glean their arcane skill from long years of painstaking research, a Chaos Sorcerer's understanding of the Winds of Magic is often instant and innate. Without the patience and wisdom that such study brings, an inexorable descent into deformity and madness is nigh on inevitable.
Unit Name Chaos Sorcerer Lord (Shadows) |
Main Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_shadows_0 |
Land Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_shadows_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 700 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3808 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_staff_and_sword |
├ Man Entity wh3_dlc20_chs_cha_chaos_sorcerer_shadows |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3800 |
600 |
└ Man Mass 600.0000 |
80 |
├ Armour wh2_main_heavy_metal_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
33 |
└ Man Speed 33 |
Melee Attack 48 |
44 |
360 |
├ Melee Weapon wh_main_chs_sword_caster_lord_hero |
├ Base Weapon Damage 240 |
├ Armour-Piercing Weapon Damage 120 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Abilities
-
Paragon of Ruin
The Warriors of Chaos gather behind a force of almighty carnage, empowered by the very presence of their barbarous Lord.
Charge Bonus x 105% -
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. -
Evasion
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Speed x 105%
Melee Defence +5
Attributes
-
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.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |