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.
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 |
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 |
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 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 |