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

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.

Heralds have little patience at the best of times, and none at all in training Screamers and Discs. They therefore consider 'borrowing' a chariot from an Exalted Flamer to be entirely in keeping with their status. Such a feat requires great cunning indeed if the Herald in question wishes to escape the Flamer's wrath. However, all these trials and tribulations seem as naught once the Herald is free to swoop and dive across the battlefield on his new possession, cackling madly as he unleashes his fearsome Sorceries upon the enemies of his Dark God.

Herald of Tzeentch (Tzeentch) (Burning Chariot)

Unit Name

Herald of Tzeentch (Tzeentch) (Burning Chariot)

Main Unit Key

wh3_main_tze_cha_herald_of_tzeentch_tzeentch_2

Land Unit Key

wh3_main_tze_cha_herald_of_tzeentch_tzeentch_2

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1500

Recruitment Cost

1500

Upkeep Cost

375

Number of Units

3

Hit Points

16116

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu14_wh3_herald_of_tzeentch_burningchariot01_staff_and_book

├ Man Entity

wh3_main_tze_cha_horror_herald_rider_blood

├ Man Hit Points

8

├ Num Men

3

└ Bonus Hit Points

5364

Mass

100

└ Man Mass

100.0000

Armour

20

├ Armour

wh2_main_body_20

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

38

└ Man Speed

38

Melee Attack

35

Melee Defence

28

Weapon Strength

380

├ Melee Weapon

wh3_main_tze_burning_chariot_iridescent_horror

Base Weapon Damage

115

Armour-Piercing Weapon Damage

265

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.