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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Iridescent Horror (Metal)
Iridescent Horror (Metal) Oracles of TzeentchOracles of Tzeentch Heroes

Iridescent Horror (Metal)

A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.

As the magically fashioned slaves of Tzeentch, Horrors are considered automatons to be expended as part of a carefully wrought plan. Should a servant of greater power be required, Tzeentch will create an Iridescent Horror, a more stable type of Horror. Iridescent Horrors are often the same lurid hue as Pink Horrors, but do not morph into a pair of Blue Horrors when struck. Such Daemons have enough consciousness to direct others of their kind without constant guidance from a Lord of Change, directing furious sorcery against Tzeentch's enemies.

Iridescent Horror (Metal)

Unit Name

Iridescent Horror (Metal)

Main Unit Key

wh3_main_tze_cha_iridescent_horror_metal_0

Land Unit Key

wh3_main_tze_cha_iridescent_horror_metal_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

700

Recruitment Cost

900

Upkeep Cost

225

Number of Units

1

Hit Points

3408

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu14_wh3_iridescent_horror_staff

├ Man Entity

wh3_main_tze_cha_horror_iridescent_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3400

Mass

500

└ Man Mass

500.0000

Armour

20

├ Armour

wh2_main_body_20

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

38

└ Man Speed

38

Melee Attack

30

Melee Defence

30

Weapon Strength

300

├ Melee Weapon

wh3_main_tze_iridescent_horror

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

Ammunition

20

Range

130

Missile Strength

338

├ Missile Weapon

wh3_main_tze_iridescent_horror_fire_bolt

├ Projectile

wh3_main_tze_iridescent_horror_fire_bolt

Base Missile Damage

203

Armour-Piercing Missile Damage

67

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

Accuracy

10

Reload Skill

0

Abilities

  • Locus of Change
    Change comes in many forms… Death, in this instance, is brought down swiftly from above.
    Armour-Piercing Missile Damage x 125%
    Base Missile Damage x 125%
  • 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%

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • 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.