![Chaos Sorcerer Lord (Death) (Chaos Steed)](gen_images/unit_icon/warhammer3/wh_main_chs_chaos_qb2/wh_dlc01_chs_cha_chaos_sorcerer_lord_death_12.png)
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Chaos Sorcerer Lord (Death) (Chaos Steed)
This Sorcerer Lord gleans his power from death itself, consigning his opponents to endless, tormented oblivion.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.
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Unit Name Chaos Sorcerer Lord (Death) (Chaos Steed) |
Main Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_death_12 |
Land Unit Key wh_dlc01_chs_cha_chaos_sorcerer_lord_death_12 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 900 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
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├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_hr1_warhorse_staff_and_sword |
├ Man Entity wh3_dlc20_chs_cha_chaos_sorcerer_rider_death |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4280 |
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└ Man Mass 600.0000 |
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├ Armour wh2_main_heavy_metal_100 |
├ Shield none |
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└ Man Speed 33 |
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├ Melee Weapon wh_main_chs_sword_caster_lord_hero |
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Abilities
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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%
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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. -
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
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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.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart fromArmour-Piercing damage.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |