Astromancer (Wu Xing War Compass)
Favoured Wizard of the Emperor himself, granted knowledge of Celestial sorcery perfected across millennia.Of all the magical disciplines, the most well-established is that of the Astromancers. These are the favoured Wizards of the Celestial Emperor, and who practice Heavens Magic. Unlike the Magisters of the Celestial Order in the Empire of the Old World, Astromancers have been perfecting their art for over five thousand years. The Celestial Dragon himself is said to have taught man the true secrets of Azyr, and their spells are far more complex and powerful as a result.
Unit Name Astromancer (Wu Xing War Compass) |
Main Unit Key wh3_main_cth_cha_astromancer_2 |
Land Unit Key wh3_main_cth_cha_astromancer_2 |
Land Unit Group Parents Heroes |
Land Unit Group Wizard |
Caste Hero |
Category War Machine |
Class Command |
Custom Battle Cost 950 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
Number of Units 1 |
6624 |
├ Mount 4 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1e_warcompass01_mage_hero |
├ Engines of War wh3_main_cth_veh_war_compass |
├ Engine Entity wh3_main_cth_veh_war_compass |
├ Engine Hit Points 8 |
├ Articulated wh3_main_vehicle_war_compass |
├ Articulated Entity wh3_main_cth_veh_war_compass_articulation |
├ Articulated Hit Points 8 |
├ Num Engines 1 |
├ Man Entity wh_main_infantry_standard_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 6600 |
2600 |
├ Engine Mass 2000.0000 |
└ Man Mass 600.0000 |
80 |
├ Armour wh2_main_plate_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
30 |
├ Engine Speed 30 |
└ Man Speed 34 |
Melee Attack 30 |
20 |
300 |
├ Melee Weapon wh3_main_cth_war_compass_astromancer |
├ Base Weapon Damage 210 |
├ Armour-Piercing Weapon Damage 90 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Abilities
-
Celestial Comet
When the War Compass is so primed, even heavenly bodies are not outside its devastating reach. -
Celestial Lightning
The War Compass funnels deadly electricity from the heavens to sear and burn and smite the foe. -
Nexus of Elemental Winds
Only the most powerful magic-users can harness the Winds of Magic where they intersect and the power they generate is at its strongest. -
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
-
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. -
Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.
Strengths & Weaknesses
- Harmony Amplifier: +25%
This unit increases Harmony bonuses for nearby units by +25%. Only the strongest amplifier bonus is applied.