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HomeHome / Total War: WARHAMMER III / Shadow Legion / Units / Lord of Change
Lord of Change Shadow LegionShadow Legion Lords

Lord of Change

A Lord of Change is imbued with the power of Tzeentch, able to sow madness and ruination amongst his foes.

A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. The Lord of Change is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence. Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power. As might be expected of a creature born of pure magic and bound to the will of the Master of Sorcery, a Lord of Change is a potent spellcaster. The Winds of Magic obey his every command, allowing him to summon whirling tempests of change and mutation, blast the enemies of Tzeentch with bolts of multi-coloured fire or unravel the mind of an enemy spellcaster from the inside. Sorcery is not the only weapon at the command of a Lord of Change - he is also an erudite tactician, well versed in a thousand ploys and stratagems for any given situation. Accordingly, if a Lord of Change prefers to remain uncommitted in battle it is not through lack of courage or ferocity, but because he likes to direct his forces and better control the flow of the fighting. He instinctively sees the skeins of fate that play over the battlefield, and knows all too well how they can be manipulated.

Lord of Change

Unit Name

Lord of Change

Main Unit Key

wh_dlc01_chs_cha_qb_lord_of_change_0

Land Unit Key

wh_dlc01_chs_cha_qb_lord_of_change_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

450

Recruitment Cost

1000

Upkeep Cost

100

Number of Units

1

Hit Points

7028

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu10c_exalted_lord_of_change_staff

├ Man Entity

wh_main_chs_lord_of_change_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7020

Mass

3500

└ Man Mass

3500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

45

Melee Defence

45

Weapon Strength

420

├ Melee Weapon

wh_main_chs_lord_of_change

Base Weapon Damage

125

Armour-Piercing Weapon Damage

295

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • 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.
  • 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.
  • 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.
  • Can Fly
    This unit can fly.

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.
  • 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.