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HomeHome / Total War: WARHAMMER III / The Warhost of Zharr / Units / Sorcerer-Prophet (Hashut) (Lammasu)
Sorcerer-Prophet (Hashut) (Lammasu) The Warhost of ZharrThe Warhost of Zharr Lords

Sorcerer-Prophet (Hashut) (Lammasu)

The greatest of the Chaos Dwarf Daemonsmiths are the priests of Hashut, as well as master artificers.

Sorcerer-Prophets are the greatest of the Daemonsmiths, who act not only as master artificers but also as the High Priests of Hashut. It is they who led their people from the brink of destruction during the Great Catastrophe and first built the blasphemous city of Zharr-Naggrund, and it is they that still command it to this very day. Their sorcery and engineering are legendary, from the great obsidian and basalt towers and ziggurats drawn forth from the earth, to the steam-hissing engines that crush rock in the mines and the baroque armour which adorns the Chaos Warriors of the north. All are evidence of the Sorcerer-Prophets' dark knowledge made manifest.

Sorcerer-Prophet (Hashut) (Lammasu)

Unit Name

Sorcerer-Prophet (Hashut) (Lammasu)

Main Unit Key

wh3_dlc23_chd_cha_sorcerer_prophet_hashut_lammasu

Land Unit Key

wh3_dlc23_chd_cha_sorcerer_prophet_hashut_lammasu

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1650

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

5248

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dlc23_bc2_lammasu_wb1_axe_pistol

├ Man Entity

wh3_dlc23_chd_cha_sorcerer_prophet

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5240

Mass

1100

└ Man Mass

1100.0000

Armour

60

├ Armour

wh2_main_plate_60

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

32

└ Man Speed

32

Melee Attack

40

Melee Defence

48

Weapon Strength

450

├ Melee Weapon

wh3_dlc23_chd_mon_lammasu

Base Weapon Damage

270

Armour-Piercing Weapon Damage

180

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Ammunition

45

Range

110

Missile Strength

135

├ Missile Weapon

wh3_dlc23_chd_cha_pistol_flare

├ Projectile

wh3_dlc23_chd_cha_pistol_flare

Base Missile Damage

22

Armour-Piercing Missile Damage

64

Base Explosive Damage

34.0000

Armour-Piercing Explosive Damage

15.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

Accuracy

10

Reload Skill

0

Abilities

  • Infernal Engineer
    There are always improvements that can be made to any process; this one ensures the Chaos Dwarfs' war machines and artillery are calibrated to perfection.
    Reload Skill +20
    [[img:ui/Battle UI/ability_icons/resistance_missile.png]] Missile Resistance +15
  • The Enfeebling Foe
    By means of the Lore of Shadows, the Wizard causes the enemy to be worn down by their own burdens, until they are enervated to a sorry standstill.
    Melee Attack -24
    Melee Defence -24
  • The Withering
    The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
    Armour -30
    Leadership -8
  • Sorcerous Miasma
    Those within sniffing distance of this enchanted pong find their own magical weapons practically useless while they remain there.
  • 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%

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.
  • Contempt
    Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.
  • 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.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • 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.
  • Contempt
    This unit won't lose leadership from witnessing a friendly unit rout unless the routing unit also has Contempt.
  • Magical Weapon Negation
    This unit has the ability to negate the [[img:icon_magical_attacks]] magical attacks of enemy melee and missile weapons.