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HomeHome / Total War: WARHAMMER III / Puppets of Misrule / Units / Chaos Sorcerer Lord of Tzeentch (Metal)
Chaos Sorcerer Lord of Tzeentch (Metal) Puppets of MisrulePuppets of Misrule Lords

Chaos Sorcerer Lord of Tzeentch (Metal)

For the accomplished alchemist, Tzeentch offers ways to go far beyond mere tinkering with acids and molten metals.

A Sorcerer versed in Tzeentch’s ways is a formidable opponent – cunning, devious and cruel. They may lead an entire warband of fellow disciples or Daemons of Tzeentch, manipulating the talents of their followers as easily as they manipulate the Winds of Magic in service to the Great Conspirator. They may also take up advisory positions to Tzeentchian Lords, although the scheming and manipulative nature of Chaos Sorcerers usually leaves little doubt as to who wields the true power. Masters of the darkest magic, they are rightly feared, for to face one in battle is to know that your very soul is in jeopardy.

Chaos Sorcerer Lord of Tzeentch (Metal)

Unit Name

Chaos Sorcerer Lord of Tzeentch (Metal)

Main Unit Key

wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze

Land Unit Key

wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

800

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

3808

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_staff_and_sword

├ Man Entity

wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3800

Mass

600

└ Man Mass

600.0000

Armour

80

├ Armour

wh2_main_heavy_metal_80

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

48

Melee Defence

44

Weapon Strength

360

├ Melee Weapon

wh3_dlc20_chs_sword_caster_lord_hero_mtze

Base Weapon Damage

240

Armour-Piercing Weapon Damage

120

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

Abilities

  • Paragon of Change
    The magic of Tzeentch forms a protective barrier, continually strengthened according to the Wind-Lord's whims.
  • 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.
  • Mark of Tzeentch
    A unit with the [[col:white]]Mark of Tzeentch has:

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
Faction Availability
The Realm of Chaos