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Oracles of Tzeentch Units
Units
- Lords (9)
- Heroes (8)
- Infantry (9)
- Missile Infantry (3)
- Cavalry & Chariots (5)
- Missile Cavalry & Chariots (2)
- Monsters & Beasts (7)
- Missile Monsters & Beasts (3)
Lords | ||||||||||||||||||||||
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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. |
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1 |
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. |
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2000 | 1000 | 500 | 1 | 7828 | 3500 | 30 | 80 | 54 | 50 | 50 | 450 | 40 | ||||||||||
2 |
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. |
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2000 | 1000 | 500 | 1 | 7828 | 3500 | 30 | 80 | 54 | 50 | 50 | 450 | 40 | ||||||||||
3 |
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. |
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800 | 1000 | 250 | 1 | 3808 | 600 | 20 | 70 | 38 | 35 | 35 | 375 | 20 | 20 | 130 | 375 | |||||||
4 |
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. |
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1200 | 1200 | 300 | 1 | 4208 | 1300 | 20 | 70 | 105 | 35 | 35 | 375 | 35 | 20 | 130 | 375 | |||||||
5 |
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. |
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1500 | 1500 | 375 | 3 | 16116 | 100 | 20 | 70 | 38 | 35 | 28 | 380 | 35 | 20 | 130 | 375 | |||||||
6 |
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. |
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800 | 1000 | 250 | 1 | 3808 | 600 | 20 | 70 | 38 | 35 | 35 | 375 | 20 | 20 | 130 | 375 | |||||||
7 |
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. |
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1200 | 1200 | 300 | 1 | 4208 | 1300 | 20 | 70 | 105 | 35 | 35 | 375 | 35 | 20 | 130 | 375 | |||||||
8 |
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. |
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1500 | 1500 | 375 | 3 | 16116 | 100 | 20 | 70 | 38 | 35 | 28 | 380 | 35 | 20 | 130 | 375 | |||||||
9 |
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. |
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1400 | 1000 | 100 | 1 | 8048 | 3500 | 50 | 85 | 54 | 35 | 20 | 420 | 20 | ||||||||||
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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. |
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10 |
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. |
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400 | 1000 | 250 | 1 | 3688 | 600 | 15 | 55 | 34 | 25 | 30 | 285 | 15 | ||||||||||
11 |
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. |
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600 | 1000 | 250 | 1 | 4088 | 600 | 45 | 55 | 34 | 25 | 30 | 285 | 30 | ||||||||||
12 |
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. |
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700 | 900 | 225 | 1 | 3408 | 500 | 20 | 65 | 38 | 30 | 30 | 300 | 20 | 20 | 130 | 338 | |||||||
13 |
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. |
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1100 | 1100 | 275 | 1 | 3808 | 1300 | 20 | 65 | 105 | 30 | 30 | 300 | 35 | 20 | 130 | 338 | |||||||
14 |
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. |
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1400 | 1400 | 350 | 3 | 14916 | 100 | 20 | 65 | 38 | 30 | 23 | 380 | 35 | 20 | 130 | 338 | |||||||
15 |
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. |
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700 | 900 | 225 | 1 | 3408 | 500 | 20 | 65 | 38 | 30 | 30 | 300 | 20 | 20 | 130 | 338 | |||||||
16 |
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. |
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1100 | 1100 | 275 | 1 | 3808 | 1300 | 20 | 65 | 105 | 30 | 30 | 300 | 35 | 20 | 130 | 338 | |||||||
17 |
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. |
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1400 | 1400 | 350 | 3 | 14916 | 100 | 20 | 65 | 38 | 30 | 23 | 380 | 35 | 20 | 130 | 338 | |||||||
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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. |
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18 |
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. |
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425 | 425 | 106 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 28 | 28 | 18 | ||||||||||
19 |
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. |
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500 | 500 | 125 | 120 | 9360 | 100 | 15 | 60 | 35 | 25 | 37 | 25 | 6 | ||||||||||
20 |
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. |
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500 | 500 | 125 | 160 | 7680 | 70 | 5 | 45 | 38 | 20 | 22 | 24 | 10 | 4 | 90 | 19 | |||||||
21 |
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. |
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850 | 850 | 213 | 100 | 9000 | 160 | 100 | 75 | 28 | 36 | 44 | 36 | 20 | ||||||||||
22 |
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. |
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850 | 850 | 213 | 80 | 7360 | 230 | 85 | 70 | 46 | 32 | 20 | 58 | 36 | ||||||||||
23 |
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. |
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950 | 950 | 238 | 100 | 9000 | 160 | 100 | 75 | 28 | 30 | 42 | 34 | 10 | ||||||||||
24 |
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. |
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1350 | 1350 | 338 | 80 | 10480 | 160 | 120 | 85 | 28 | 46 | 60 | 48 | 26 | ||||||||||
25 |
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. |
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1500 | 1500 | 375 | 80 | 10480 | 210 | 120 | 85 | 28 | 36 | 56 | 46 | 16 | ||||||||||
26 |
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. |
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1500 | 1500 | 375 | 16 | 9040 | 600 | 120 | 90 | 32 | 40 | 52 | 90 | 16 | ||||||||||
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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. |
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27 |
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. |
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700 | 700 | 175 | 80 | 6400 | 100 | 25 | 65 | 38 | 22 | 26 | 28 | 12 | 20 | 130 | 25 | |||||||
28 |
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. |
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1100 | 1100 | 275 | 80 | 7200 | 130 | 25 | 70 | 38 | 30 | 38 | 32 | 14 | 20 | 130 | 30 | |||||||
29 |
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. |
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1400 | 1400 | 350 | 80 | 7200 | 100 | 25 | 80 | 38 | 38 | 48 | 32 | 14 | 20 | 130 | 37 | |||||||
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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. |
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30 |
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. |
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850 | 850 | 213 | 4 | 5672 | 1230 | 110 | 70 | 78 | 22 | 28 | 40 | 76 | ||||||||||
31 |
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. |
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1400 | 1500 | 375 | 60 | 7620 | 130 | 120 | 75 | 33 | 44 | 52 | 53 | 44 | ||||||||||
32 |
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. |
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1500 | 1600 | 400 | 60 | 7620 | 130 | 120 | 75 | 33 | 42 | 36 | 53 | 80 | ||||||||||
33 |
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. |
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1500 | 1600 | 400 | 24 | 5880 | 1000 | 120 | 80 | 105 | 44 | 36 | 80 | 52 | ||||||||||
34 |
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. |
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1700 | 1800 | 450 | 24 | 5880 | 1000 | 120 | 90 | 105 | 54 | 45 | 80 | 52 | ||||||||||
|
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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. |
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35 |
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. |
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700 | 600 | 150 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 20 | 24 | 24 | 16 | 80 | 24 | |||||||
36 |
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. |
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1700 | 1700 | 425 | 1 | 4972 | 1400 | 20 | 60 | 50 | 34 | 23 | 380 | 30 | 8.8888888888889 | 90 | 1305 | |||||||
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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. |
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37 |
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. |
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600 | 550 | 138 | 40 | 5160 | 150 | 20 | 35 | 100 | 36 | 18 | 44 | 24 | ||||||||||
38 |
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. |
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700 | 700 | 175 | 16 | 4640 | 700 | 30 | 60 | 80 | 26 | 22 | 60 | 22 | ||||||||||
39 |
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. |
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1100 | 1000 | 250 | 16 | 8768 | 1500 | 10 | 100 | 42 | 36 | 28 | 160 | 30 | ||||||||||
40 |
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. |
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1300 | 1300 | 325 | 1 | 11242 | 100 | 60 | 60 | 33 | 35 | 30 | 375 | 25 | ||||||||||
41 |
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. |
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1500 | 1700 | 425 | 1 | 7028 | 3500 | 30 | 70 | 54 | 45 | 45 | 420 | 35 | ||||||||||
42 |
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. |
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1850 | 1850 | 463 | 1 | 7028 | 3500 | 90 | 80 | 54 | 56 | 56 | 420 | 35 | ||||||||||
43 |
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. |
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1300 | 1250 | 313 | 16 | 8768 | 1500 | 10 | 100 | 42 | 45 | 36 | 160 | 30 | ||||||||||
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Missile Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
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Recruitment Cost
Recruitment Cost
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Upkeep Cost
Upkeep Cost
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Number of Units
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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. |
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44 |
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. |
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850 | 850 | 213 | 12 | 3084 | 700 | 10 | 55 | 50 | 28 | 12 | 46 | 8 | 10 | 90 | 304 | |||||||
45 |
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. |
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1300 | 1300 | 325 | 1 | 3180 | 1400 | 10 | 60 | 50 | 34 | 20 | 365 | 6 | 15 | 150 | 1305 | |||||||
46 |
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. |
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1750 | 1900 | 475 | 1 | 8188 | 4000 | 90 | 65 | 75 | 42 | 35 | 450 | 30 | 15 | 250 | 500 | |||||||
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