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HomeHome / Total War: WARHAMMER III / Blood Keepers / Units / Herald of Khorne
Herald of Khorne Blood KeepersBlood Keepers Lords

Herald of Khorne

Driven to madness by its unending lust for slaughter, this legend insanely spurs the Blood Legion on to ever-greater acts of destruction.

Most feared of all amongst the Bloodletters are the dread Heralds of Khorne. Driven insane by their perpetual need for slaughter, they attack their foes with a wrath that eclipses even that of other Bloodletters. As a Herald's rage grows, all nearby Daemons of Khorne become gripped by an irresistible madness that lends further fury to the carnage. They hack and cleave their foes until there is nothing left save a mound of corpses and another victory for the Blood God.

Herald of Khorne

Unit Name

Herald of Khorne

Main Unit Key

wh3_main_kho_cha_herald_of_khorne_0

Land Unit Key

wh3_main_kho_cha_herald_of_khorne_0

Land Unit Group Parents

Lords

Land Unit Group

Melee Specialist

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

900

Recruitment Cost

2000

Upkeep Cost

225

Number of Units

1

Hit Points

4448

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu6f_wh3_herald_2handed_sword

├ Man Entity

wh3_main_kho_cha_herald_of_khorne_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4440

Mass

1000

└ Man Mass

1000.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

48

└ Man Speed

48

Melee Attack

65

Melee Defence

40

Weapon Strength

400

├ Melee Weapon

wh3_main_kho_herald_of_khorne_2handed_sword

Base Weapon Damage

120

Armour-Piercing Weapon Damage

280

Bonus vs. Large

0

Bonus vs. Infantry

20

Charge Bonus

50

Abilities

  • Locus of Wrath
    Khorne's Heralds find that the pure, unadulterated ire channelled directly from the Blood God Himself drives their own impetuous vehemence to even greater heights.
    Melee Attack +40
  • Revel in Slaughter
    Seeing the bloody devastation all around them causes the lords of Kharneth to exult in triumph, further powering their carnivorous slaughter.
    Melee Attack +8
    Leadership +8
  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
  • Hellblade
    The shrieking swords of the Horned Ones become more effective the longer the battle rages and the greater the number of piteous souls they harvest.
    Armour-Piercing Weapon Damage x 120%
    Base Weapon Damage 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%
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
    Charge Bonus x 160%
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%

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.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • 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.

Strengths & Weaknesses

  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Flaming Attacks
    This unit inflicts flaming attacks. Units hit by flaming attacks heal at half the usual rate whilst 'on fire’ and sustain additional damage if vulnerable to fire.