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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Soul Grinder (Tzeentch)
Soul Grinder (Tzeentch) Oracles of TzeentchOracles of Tzeentch Missile Monsters & Beasts

Soul Grinder (Tzeentch)

A fallen Daemon given new life, of a sort, within a colossal, soul-harvesting hulk.

When a Daemon's physical body is slain, he can surrender his true name to the Forge of Souls. The dark bargain thus sealed, his crippled essence is bound to a mighty Warp-metal hulk. Thus is he reborn as a Soul Grinder. A Soul Grinder's clanking tread shakes the ground with every step, and it is devilishly fast for a creature its size, able to scuttle swift as a horse's gallop, or even faster should the scent of battle touch its nostrils. Piston-driven legs thud home with sickening force, crushing to bloody paste those beneath.

Soul Grinder (Tzeentch)

Unit Name

Soul Grinder (Tzeentch)

Main Unit Key

wh3_main_tze_mon_soul_grinder_0

Land Unit Key

wh3_main_tze_mon_soul_grinder_0

Land Unit Group Parents

Missile Monsters & Beasts

Land Unit Group

Missile Monster

Caste

Missile Infantry

Category

Missile Infantry

Class

Special

Custom Battle Cost

1750

Recruitment Cost

1900

Upkeep Cost

475

Number of Units

1

Hit Points

8188

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hc7_wh3_tzeentch_soul_grinder

├ Man Entity

wh3_main_monster_tze_soul_grinder_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

8180

Mass

4000

└ Man Mass

4000.0000

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

75

└ Man Speed

75

Melee Attack

42

Melee Defence

35

Weapon Strength

450

├ Melee Weapon

wh3_main_tze_soul_grinder

Base Weapon Damage

135

Armour-Piercing Weapon Damage

315

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

30

Ammunition

15

Range

250

Missile Strength

500

├ Missile Weapon

wh3_main_tze_soul_grinder_bolt

├ Projectile

wh3_main_tze_soul_grinder_bolt

Base Missile Damage

24

Armour-Piercing Missile Damage

96

├ Number of Projectiles

1

├ Shots per volley

5

Reload Time

12

Accuracy

10

Reload Skill

0

Abilities

  • 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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)

Strengths & Weaknesses

  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.