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HomeHome / Total War: WARHAMMER III / Legion of the Gorequeen / Units / Chaos Sorcerer Lord (Fire) (Manticore)
Chaos Sorcerer Lord (Fire) (Manticore) Legion of the GorequeenLegion of the Gorequeen Lords

Chaos Sorcerer Lord (Fire) (Manticore)

The powerful Sorcerer Lord summons up pillars of flame that sear the enemy to their very core.

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.

Chaos Sorcerer Lord (Fire) (Manticore)

Unit Name

Chaos Sorcerer Lord (Fire) (Manticore)

Main Unit Key

wh_dlc01_chs_cha_chaos_sorcerer_lord_fire_9

Land Unit Key

wh_dlc01_chs_cha_chaos_sorcerer_lord_fire_9

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1300

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

1

Hit Points

5268

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_bc3_manticore_wb_staff_and_sword

├ Man Entity

wh3_dlc20_chs_cha_chaos_sorcerer_fire

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5260

Mass

600

└ Man Mass

600.0000

Armour

80

├ Armour

wh2_main_body_80

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

42

Melee Defence

36

Weapon Strength

445

├ Melee Weapon

wh_dlc01_chs_manticore_caster_lord

Base Weapon Damage

290

Armour-Piercing Weapon Damage

155

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Scaly Skin
    Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]Missile Resistance.