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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Herald of Tzeentch (Metal) (Disc of Tzeentch)
Herald of Tzeentch (Metal) (Disc of Tzeentch) Oracles of TzeentchOracles of Tzeentch Lords

Herald of Tzeentch (Metal) (Disc of Tzeentch)

A powerful Daemon Sorcerer, directing the Changer's snickering legions from atop an eldritch sky-shark.

Should a servant of greater power be required, Tzeentch will create a Herald, a more stable type of Horror. A Screamer has to be transmuted into a new form before it can safely be used as a mount. These Discs of Tzeentch retain the flattened and manta-like shape of the Screamer, but their magical bodies are transformed into unlikely shapes and aspects as part of the binding ritual. As a result, some Discs of Tzeentch are covered in eyes, whilst others are sheathed in living metal, feathers, scales or any one of a thousand, thousand possible combinations.

Herald of Tzeentch (Metal) (Disc of Tzeentch)

Unit Name

Herald of Tzeentch (Metal) (Disc of Tzeentch)

Main Unit Key

wh3_main_tze_cha_herald_of_tzeentch_metal_1

Land Unit Key

wh3_main_tze_cha_herald_of_tzeentch_metal_1

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

4208

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu14_wh3_herald_of_tzeentch_wm_disc01_staff_and_book

├ Man Entity

wh3_main_tze_herald_disc_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4200

Mass

1300

└ Man Mass

1300.0000

Armour

20

├ Armour

wh2_main_body_20

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

105

└ Man Speed

105

Melee Attack

35

Melee Defence

35

Weapon Strength

375

├ Melee Weapon

wh3_main_tze_herald_of_tzeentch

Base Weapon Damage

250

Armour-Piercing Weapon Damage

125

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Ammunition

20

Range

130

Missile Strength

375

├ Missile Weapon

wh3_main_tze_herald_fire_bolt

├ Projectile

wh3_main_tze_herald_fire_bolt

Base Missile Damage

225

Armour-Piercing Missile Damage

75

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

Accuracy

10

Reload Skill

0

Abilities

  • Locus of Conjuration
    The more units in the immediate vicinity of this focal point, the more the Winds of Magic are recharged.
  • 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%
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.

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.
  • 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.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.
  • Flaming Attacks
    This unit inflicts flaming attacks. Units hit by flaming attacks heal at half the usual rate whilst 'on fire’ and sustain additional damage if vulnerable to fire.