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

Iridescent Horror (Metal) (Burning Chariot)

A favoured Horror commanding Tzeentch's gibbering legions and raining down change-magic from its sky-borne chariot.

Burning Chariots of Tzeentch hurtle across the Realm of Chaos like incandescent meteors, bringing the Great Sorcerer's chosen emissaries to every corner of existence. As they blaze through the heavens of the mortal world, Chariots of Tzeentch are commonly mistaken for comets, which are in turn interpreted as omens of great events and terrible wars. The Iridescent Horrors who ride atop the Burning Chariots are able to channel Sorcery to a far greater extent than their lesser brethren, and can conjure up great billowing sheets of Warp-magic, or hurl bolts of Sorcerous change that make the very air sizzle with their passing.

Iridescent Horror (Metal) (Burning Chariot)

Unit Name

Iridescent Horror (Metal) (Burning Chariot)

Main Unit Key

wh3_main_tze_cha_iridescent_horror_metal_2

Land Unit Key

wh3_main_tze_cha_iridescent_horror_metal_2

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

War Beast

Class

Command

Custom Battle Cost

1400

Recruitment Cost

1400

Upkeep Cost

350

Number of Units

3

Hit Points

14916

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu14_wh3_iridescent_horror_burningchariot01_staff

├ Man Entity

wh3_main_tze_cha_iridescent_rider_blood

├ Man Hit Points

8

├ Num Men

3

└ Bonus Hit Points

4964

Mass

100

└ Man Mass

100.0000

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

23

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

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.
  • 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.