Chaos Sorcerer Lord of Tzeentch (Metal) (Chaos Warshrine)
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) (Chaos Warshrine) |
Main Unit Key wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_warshrine |
Land Unit Key wh3_dlc20_chs_cha_chaos_sorcerer_lord_metal_mtze_warshrine |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 1600 |
Recruitment Cost 1100 |
Upkeep Cost 425 |
Number of Units 1 |
11542 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_dlc20_wsh1_warshrine_chaos_sorceror_staff_sword |
├ Man Entity wh3_dlc20_chs_cha_chaos_sorcerer_metal_mtze |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 11534 |
600 |
└ Man Mass 600.0000 |
60 |
├ Armour wh2_main_body_60 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
33 |
└ Man Speed 33 |
Melee Attack 35 |
30 |
375 |
├ Melee Weapon wh3_dlc20_chs_mon_warshrine_mtze |
├ Base Weapon Damage 250 |
├ Armour-Piercing Weapon Damage 125 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 25 |
Abilities
-
Paragon of Change
The magic of Tzeentch forms a protective barrier, continually strengthened according to the Wind-Lord's whims. -
Giver of Arcane Glory
Death is but a source of power, where the lifeblood of one may fuel the arcane wizardry of another.
Spell Mastery x 120% -
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% -
Favour of the Ruinous Powers
When the Dark Gods bless the faithful assembled from atop their mighty battle-altars, loyalty is assured forevermore.
Leadership +10 -
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. -
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. -
Mark of Tzeentch
A unit with the [[col:white]]Mark of Tzeentch has:
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Chaos Warshrine
The presence of a Chaos Warshrine empowers the leadership of any nearby friendly units.
Additionally, any entity (friend or foe) that is killed near the Chaos Warshrine increases the intensity of the "Giver of Glory" ability. - 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 |