
Luminark of Hysh
Chariot· Magic Chariot· Tier 5· 1 model (crew of 2) at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Luminark of Hysh is Empire chariot: 4,648 HP, armour 60, melee attack 12, melee defence 8, weapon strength 26, range 320 m, missile damage 2,045 per 10 s for the whole unit. It costs 1,700 in the campaign and in multiplayer. Unit key wh_main_emp_veh_luminark_of_hysh_0. Patch 9.0.4, from the game's data tables.
Health
4,648
Armour
60
Leadership
60
Speed
50
Melee attack
12
Melee defence
8
Weapon strength
20 base + 6 armour-piercing
26
Charge bonus
18
Ranged
Range
320 m
Ammunition
14
Missile damage
495 base + 855 AP, explosion 270 + 630 AP
2,250
Reload time
11 s
Damage per 10 s
2,045
Abilities
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
- Locus of HyshHex of the WindspassiveLocus of HyshHex of the WindsPassiveAs Hysh gathers and swirls around the Luminark, it creates a becalming eddy that other magical winds struggle to penetrate.
- Aura of ProtectionWard Save · +10% Damage ResistancepassiveAura of ProtectionWard Save+10% Damage ResistancePassive · Range 55 mThe magical aura surrounding this unit protects allies from harm.
Counters
Good against
- Heavily armoured units — 855 of 1350 missile damage armour-piercinge.g. Blessed Bastiladon (Solar Engine), Rotting Leviathan, Rogue Idol · The Empire: Steam Tank, Demigryph Knights
- Units with physical resistance — magical missilese.g. Hexwraiths, Cairn Wraiths, Syreens
- Units weak to fire — flaming missilese.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
- Lightly armoured units without shields — 2,045 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · The Empire: Wolf-kin, Flagellants
- Light infantry-sized units — large, mass 4,100e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · The Empire: Teutogen Guard, Greatswords
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · The Empire: Demigryph Knights (Halberds), Halberdiers
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Loses to, at a similar price: Knights of the White Wolf (5648.44× slower), Chaos Knights (4874.69× slower), Knights Panther (4820.41× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,700 multiplayer gold. Empire units ranked.
Who can field it
- The Empire · Reikland
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
The campaign also recruits 1 copy of this unit that no faction fields in custom battles (wh2_dlc13_emp_veh_luminark_of_hysh_0_imperial_supply: from a mercenary pool).
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.