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HomeHome / Total War: WARHAMMER III / World Walkers / Units / Chaos Sorcerer Lord (Metal)
Chaos Sorcerer Lord (Metal) World WalkersWorld Walkers Lords

Chaos Sorcerer Lord (Metal)

When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .

Those champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. They are amongst the most awful and depraved of all servants of the Ruinous Powers, for they long ago sold their souls in exchange for the heady elixir of pure power. Where many of the world's Wizards, such as those taught by the Colleges of Magic in Altdorf, glean their arcane skill from long years of painstaking research, a Chaos Sorcerer's understanding of the Winds of Magic is often instant and innate. Without the patience and wisdom that such study brings, an inexorable descent into deformity and madness is nigh on inevitable.

Chaos Sorcerer Lord (Metal)

Unit Name

Chaos Sorcerer Lord (Metal)

Main Unit Key

wh_dlc01_nor_cha_chaos_sorcerer_lord_2

Land Unit Key

wh_dlc01_nor_cha_chaos_sorcerer_lord_2

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Machine

Class

Command

Custom Battle Cost

1050

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

4312

├ Mount

2

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_wm_chariot_staff_and_sword

├ Engines of War

wh_main_chs_chariot_large_draught

├ Engine Entity

wh_main_vehicle_chs_chariot

├ Engine Hit Points

8

├ Articulated

wh_main_chs_chariot_horse

├ Articulated Entity

wh_main_vehicle_chs_chariot_articulation

├ Articulated Hit Points

8

├ Num Engines

1

├ Man Entity

wh3_dlc20_chs_cha_chaos_sorcerer_metal

├ Man Hit Points

8

├ Num Men

2

└ Bonus Hit Points

4280

Mass

1700

├ Engine Mass

1100.0000

└ Man Mass

600.0000

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

78

├ Engine Speed

78

└ Man Speed

33

Melee Attack

48

Melee Defence

44

Weapon Strength

360

├ Melee Weapon

wh_main_chs_sword_caster_lord_hero

Base Weapon Damage

240

Armour-Piercing Weapon Damage

120

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • 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%
  • Stand or Die!
    Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.
    Melee Defence +24
    Leadership +16
  • Evasion
    Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
    Speed x 105%
    Melee Defence +5

Attributes

  • 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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.