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Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
1 Exalted Lord of Change (Metal)
Lords / Wizard / wh3_main_tze_cha_exalted_lord_of_change_metal_0
Exalted Lord of Change (Metal)
The greatest of Tzeentch's Daemon legion, a towering master of sorcery and trickery alike, able to unravel minds as easily as it gouges flesh.
2000 1000 500 1 7828 3500 30 80 54 50 50 450 40
2
1 Exalted Lord of Change (Tzeentch)
Lords / Wizard / wh3_main_tze_cha_exalted_lord_of_change_tzeentch_0
Exalted Lord of Change (Tzeentch)
The greatest of Tzeentch's Daemon legion, a towering master of sorcery and trickery alike, able to unravel minds as easily as it gouges flesh.
2000 1000 500 1 7828 3500 30 80 54 50 50 450 40
3
1 Herald of Tzeentch (Metal)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_metal_0
Herald of Tzeentch (Metal)
A magical slave granted rare agency, great cunning and potent sorcery by the Great Conspirator.
800 1000 250 1 3808 600 20 70 38 35 35 375 20 20 130 375
4
1 Herald of Tzeentch (Metal) (Disc of Tzeentch)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_metal_1
Herald of Tzeentch (Metal) (Disc of Tzeentch)
A powerful Daemon Sorcerer, directing the Changer's snickering legions from atop an eldritch sky-shark.
1200 1200 300 1 4208 1300 20 70 105 35 35 375 35 20 130 375
5
3 Herald of Tzeentch (Metal) (Burning Chariot)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_metal_2
Herald of Tzeentch (Metal) (Burning Chariot)
A chosen Daemon of Tzeentch, soaring through the skies on a mount pulled by multiple glimmering Screamers, raining Sorcerous doom upon all below.
1500 1500 375 3 16116 100 20 70 38 35 28 380 35 20 130 375
6
1 Herald of Tzeentch (Tzeentch)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_tzeentch_0
Herald of Tzeentch (Tzeentch)
A magical slave granted rare agency, great cunning and potent sorcery by the Great Conspirator.
800 1000 250 1 3808 600 20 70 38 35 35 375 20 20 130 375
7
1 Herald of Tzeentch (Tzeentch) (Disc of Tzeentch)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_tzeentch_1
Herald of Tzeentch (Tzeentch) (Disc of Tzeentch)
A powerful Daemon Sorcerer, directing the Changer's snickering legions from atop an eldritch sky-shark.
1200 1200 300 1 4208 1300 20 70 105 35 35 375 35 20 130 375
8
3 Herald of Tzeentch (Tzeentch) (Burning Chariot)
Lords / Wizard / wh3_main_tze_cha_herald_of_tzeentch_tzeentch_2
Herald of Tzeentch (Tzeentch) (Burning Chariot)
A chosen Daemon of Tzeentch, soaring through the skies on a mount pulled by multiple glimmering Screamers, raining Sorcerous doom upon all below.
1500 1500 375 3 16116 100 20 70 38 35 28 380 35 20 130 375
9
1 Kairos Fateweaver
Lords / Wizard / wh3_main_tze_cha_kairos_fateweaver_0
Kairos Fateweaver
The right-hand of the Raven God, Kairos is a Lord of Change blessed with full sight of both yesterday and tomorrow – but cursed with blindness of today.
1400 1000 100 1 8048 3500 50 85 54 35 20 420 20
Heroes
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
10
1 Cultist of Tzeentch
Heroes / Wizard / wh3_main_tze_cha_cultist_0
Cultist of Tzeentch
Spreading the words – and lies – of their master, many Cultists of the Deceiver are magically inclined.
400 1000 250 1 3688 600 15 55 34 25 30 285 15
11
1 Cultist of Tzeentch (Chaos Steed)
Heroes / Wizard / wh3_main_tze_cha_cultist_1
Cultist of Tzeentch (Chaos Steed)
Spreading the words – and lies – of their master, many Cultists of the Deceiver are magically inclined.
600 1000 250 1 4088 600 45 55 34 25 30 285 30
12
1 Iridescent Horror (Metal)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_0
Iridescent Horror (Metal)
A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.
700 900 225 1 3408 500 20 65 38 30 30 300 20 20 130 338
13
1 Iridescent Horror (Metal) (Disc of Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_1
Iridescent Horror (Metal) (Disc of Tzeentch)
A shapeless mass of solid magic, granted enough momentary stability and lucidity to control the skies.
1100 1100 275 1 3808 1300 20 65 105 30 30 300 35 20 130 338
14
3 Iridescent Horror (Metal) (Burning Chariot)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_2
Iridescent Horror (Metal) (Burning Chariot)
A favoured Horror commanding Tzeentch's gibbering legions and raining down change-magic from its sky-borne chariot.
1400 1400 350 3 14916 100 20 65 38 30 23 380 35 20 130 338
15
1 Iridescent Horror (Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_0
Iridescent Horror (Tzeentch)
A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.
700 900 225 1 3408 500 20 65 38 30 30 300 20 20 130 338
16
1 Iridescent Horror (Tzeentch) (Disc of Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_1
Iridescent Horror (Tzeentch) (Disc of Tzeentch)
A shapeless mass of solid magic, granted enough momentary stability and lucidity to control the skies.
1100 1100 275 1 3808 1300 20 65 105 30 30 300 35 20 130 338
17
3 Iridescent Horror (Tzeentch) (Burning Chariot)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_2
Iridescent Horror (Tzeentch) (Burning Chariot)
A favoured Horror commanding Tzeentch's gibbering legions and raining down change-magic from its sky-borne chariot.
1400 1400 350 3 14916 100 20 65 38 30 23 380 35 20 130 338
Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
18
120 Marauders of Tzeentch
Infantry / Axe Infantry / wh3_dlc20_chs_inf_chaos_marauders_mtze
Marauders of Tzeentch
The Marauders of the Changer pray with fear and adoration for His magical boons.
425 425 106 120 9360 100 15 60 35 34 28 28 18
19
120 Marauders of Tzeentch (Spears)
Infantry / Spear Infantry / wh3_dlc20_chs_inf_chaos_marauders_mtze_spears
Marauders of Tzeentch (Spears)
Spears engraved with arcane sigils glimmer with the blessings of the God of Magic himself.
500 500 125 120 9360 100 15 60 35 25 37 25 6
20
160 Blue Horrors of Tzeentch
Infantry / Melee Infantry / wh3_main_tze_inf_blue_horrors_0
Blue Horrors of Tzeentch
When a Pink Horror is slain, it is replaced by a pair of smaller Blue Horrors, as surly as their predecessors were joyful.
500 500 125 160 7680 70 5 45 38 20 22 24 10 4 90 19
21
100 Chaos Warriors of Tzeentch
Infantry / Sword Infantry / wh3_dlc20_chs_inf_chaos_warriors_mtze
Chaos Warriors of Tzeentch
The Warriors of Change never deviate from Tzeentch’s will, for He knows every facet of their hearts and minds.
850 850 213 100 9000 160 100 75 28 36 44 36 20
22
80 Forsaken of Tzeentch
Infantry / Melee Infantry / wh3_main_tze_inf_forsaken_0
Forsaken of Tzeentch
Change upon change upon change – Tzeentch devolves his mortal servants into broken, twisted nightmares.
850 850 213 80 7360 230 85 70 46 32 20 58 36
23
100 Chaos Warriors of Tzeentch (Halberds)
Infantry / Halberd Infantry / wh3_dlc20_chs_inf_chaos_warriors_mtze_halberds
Chaos Warriors of Tzeentch (Halberds)
The sharpened blade of a mighty polearm exacts brutal change upon the battlefield.
950 950 238 100 9000 160 100 75 28 30 42 34 10
24
80 Chosen of Tzeentch
Infantry / Sword Infantry / wh3_dlc20_chs_inf_chosen_mtze
Chosen of Tzeentch
Like the twisted, manipulative mind of their patron, the favoured footsoldiers of Tzeentch manoeuvre with unpredictable grace.
1350 1350 338 80 10480 160 120 85 28 46 60 48 26
25
80 Chosen of Tzeentch (Halberds)
Infantry / Halberd Infantry / wh3_dlc20_chs_inf_chosen_mtze_halberds
Chosen of Tzeentch (Halberds)
Grasping splendidly decorous shafts of ensorcelled polearms, the halberdiers of Change march forth.
1500 1500 375 80 10480 210 120 85 28 36 56 46 16
26
16 The Severed Claw (Aspiring Champions)
Infantry / Halberd Infantry / wh3_dlc20_chs_inf_aspiring_champions_mtze_ror
The Severed Claw (Aspiring Champions)
The devastating sweep of a long halberd is near unavoidable, especially when wielded by those destined to become Tzeentch's mighty champions.
1500 1500 375 16 9040 600 120 90 32 40 52 90 16
Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
27
80 Pink Horrors of Tzeentch
Missile Infantry / Missile Infantry / wh3_main_tze_inf_pink_horrors_0
Pink Horrors of Tzeentch
The giggling rank and file of Tzeentch's sorcerous legion, magical energy coalesced into something like corporeal form, endlessly shifting and mutating.
700 700 175 80 6400 100 25 65 38 22 26 28 12 20 130 25
28
80 Exalted Pink Horrors of Tzeentch
Missile Infantry / Missile Infantry / wh3_main_tze_inf_pink_horrors_1
Exalted Pink Horrors of Tzeentch
Most Horrors live mayfly-short lives before reverting to magical energy, but a rare few reach veteran status.
1100 1100 275 80 7200 130 25 70 38 30 38 32 14 20 130 30
29
80 Blazing Squealers (Exalted Pink Horrors of Tzeentch)
Missile Infantry / Missile Infantry / wh3_twa06_tze_inf_pink_horrors_ror_0
Blazing Squealers (Exalted Pink Horrors of Tzeentch)
These Horrors are living conduits to the realm of Tzeentch, channelling volatile Warpfire directly from His dark abode.
1400 1400 350 80 7200 100 25 80 38 38 48 32 14 20 130 37
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
30
4 Chaos Chariots of Tzeentch
Cavalry & Chariots / Chariot / wh3_dlc20_chs_cav_chaos_chariot_mtze
Chaos Chariots of Tzeentch
A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength.
850 850 213 4 5672 1230 110 70 78 22 28 40 76
31
60 Chaos Knights of Tzeentch
Cavalry & Chariots / Cavalry / wh3_main_tze_cav_chaos_knights_0
Chaos Knights of Tzeentch
Mounted warriors of great intellect and cunning, they seek forbidden knowledge – thus pledging their swords to Tzeentch.
1400 1500 375 60 7620 130 120 75 33 44 52 53 44
32
60 Chaos Knights of Tzeentch (Lances)
Cavalry & Chariots / Shock Cavalry / wh3_dlc20_chs_cav_chaos_knights_mtze_lances
Chaos Knights of Tzeentch (Lances)
The formidable tacticians of Tzeentch’s most dedicated Knightly Orders wield their lances with otherworldly precision.
1500 1600 400 60 7620 130 120 75 33 42 36 53 80
33
24 Doom Knights of Tzeentch
Cavalry & Chariots / Flying Cavalry / wh3_main_tze_cav_doom_knights_0
Doom Knights of Tzeentch
Mortal might granted sorcerous flight, tearing the skies asunder in a blaze of blue and gold.
1500 1600 400 24 5880 1000 120 80 105 44 36 80 52
34
24 Knights of Immolation (Doom Knights of Tzeentch)
Cavalry & Chariots / Flying Cavalry / wh3_twa07_tze_cav_doom_knights_ror_0
Knights of Immolation (Doom Knights of Tzeentch)
Tzeentch's Knights scorch the earth, proving to all there's no fighting the fires of fate.
1700 1800 450 24 5880 1000 120 90 105 54 45 80 52
Missile Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
35
60 Marauder Horsemen of Tzeentch
Missile Cavalry & Chariots / Missile Cavalry / wh3_dlc20_chs_cav_marauder_horsemen_mtze_javelins
Marauder Horsemen of Tzeentch
Magical fetishes hang from belts and braids, festooning horses and the warriors riding upon them.
700 600 150 60 4980 100 15 48 33 22 20 24 24 16 80 24
36
1 Burning Chariot of Tzeentch
Missile Cavalry & Chariots / Flying Missile Chariot / wh3_main_tze_veh_burning_chariot_0
Burning Chariot of Tzeentch
A flame-spewing sky-mount, drawn by packs of incandescent Screamers, serving Tzeentch's ineffable plan by dispensing eldritch, flesh-remaking Sorceries.
1700 1700 425 1 4972 1400 20 60 50 34 23 380 30 8.8888888888889 90 1305
Monsters & Beasts
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
37
40 Chaos Furies (Tzeentch)
Monsters & Beasts / Flying Melee Infantry / wh3_main_tze_inf_chaos_furies_0
Chaos Furies (Tzeentch)
One of the lowest forms of Daemon, little more than fragments of Tzeentch's dark sorcery given winged form, but lethal in a throng.
600 550 138 40 5160 150 20 35 100 36 18 44 24
38
16 Screamers of Tzeentch
Monsters & Beasts / Flying Monstrous Infantry / wh3_main_tze_mon_screamers_0
Screamers of Tzeentch
Quicksilver sky-beasts, briefly leaving the tides of magic to play their part in Tzeentch's aeons-long schemes.
700 700 175 16 4640 700 30 60 80 26 22 60 22
39
16 Spawn of Tzeentch
Monsters & Beasts / Monstrous Infantry / wh3_main_tze_mon_spawn_of_tzeentch_0
Spawn of Tzeentch
The gift of Change gone too far, transforming its recipient into a horrifying mass of flesh, innumerable eyes and screaming mouths.
1100 1000 250 16 8768 1500 10 100 42 36 28 160 30
40
1 Chaos Warshrine of Tzeentch
Monsters & Beasts / Support Monster / wh3_dlc20_chs_mon_warshrine_mtze
Chaos Warshrine of Tzeentch
Silver bells, caged dragonflies and crystalline bones adorn the Changer’s Warshrine, tinkling and chiming with the music of the stars.
1300 1300 325 1 11242 100 60 60 33 35 30 375 25
41
1 Lord of Change
Monsters & Beasts / Flying Monster / wh3_main_tze_mon_lord_of_change_0
Lord of Change
A vision of feathered horror, its flesh undulating with unnatural energies and monstrous tongue whispering countless deceptions.
1500 1700 425 1 7028 3500 30 70 54 45 45 420 35
42
1 The Golden Griffin of Theurgy (Lord of Change)
Monsters & Beasts / Flying Monster / wh3_twa08_tze_mon_lord_of_change_0_ror
The Golden Griffin of Theurgy (Lord of Change)
The most powerful of the Changer’s chosen confuses and beguiles, before swooping in to give his enemies a bloody, merciless mauling.
1850 1850 463 1 7028 3500 90 80 54 56 56 420 35
43
16 Wyrd Spawn (Chaos Spawn)
Monsters & Beasts / Monstrous Infantry / wh_pro04_chs_mon_chaos_spawn_ror_0
Wyrd Spawn (Chaos Spawn)
Former champions with mutant gifts received in the Realm of Chaos itself, summoned back to terrorise the mortal world.
1300 1250 313 16 8768 1500 10 100 42 45 36 160 30
Missile Monsters & Beasts
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
44
12 Flamers of Tzeentch
Missile Monsters & Beasts / Monstrous Missile Infantry / wh3_main_tze_mon_flamers_0
Flamers of Tzeentch
Flaming whirlwinds of Tzeentch's infinite sorcery, their flesh covered in twisted faces, they unravel their foes' very being with reality-warping Chaos-fire.
850 850 213 12 3084 700 10 55 50 28 12 46 8 10 90 304
45
1 Exalted Flamer of Tzeentch
Missile Monsters & Beasts / Missile Monster / wh3_main_tze_mon_exalted_flamers_0
Exalted Flamer of Tzeentch
Blazing, mindless Daemon constructs that reduce their enemies to howling puddles of bubbling flesh.
1300 1300 325 1 3180 1400 10 60 50 34 20 365 6 15 150 1305
46
1 Soul Grinder (Tzeentch)
Missile Monsters & Beasts / Missile Monster / wh3_main_tze_mon_soul_grinder_0
Soul Grinder (Tzeentch)
A fallen Daemon given new life, of a sort, within a colossal, soul-harvesting hulk.
1750 1900 475 1 8188 4000 90 65 75 42 35 450 30 15 250 500