![Screamers of Tzeentch](gen_images/unit_icon/warhammer3/wh3_main_tze_all_seeing_eye/wh3_main_tze_mon_screamers_0.png)
![All-Seeing Eye](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh3_main_tze_all_seeing_eye/mon_256.png)
Screamers of Tzeentch
Quicksilver sky-beasts, briefly leaving the tides of magic to play their part in Tzeentch's aeons-long schemes.Screamers are glimmering sky-sharks that ride upon the Winds of Magic as a bird glides upon the breeze. They roam the tides of magic, preying upon the shadow-souls of mortal creatures, lone Chaos Furies and other unfortunate magical ephemera. Once the Screamers catch their doomed prey it is torn to pieces in an eye-blink, the gossamer shreds of its soul-stuff offered up as a gift to Tzeentch. So swift and agile are Screamers that they are highly sought after as steeds, however their instinctive nature swiftly proves calamitous should their controller's attention wander.
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Unit Name Screamers of Tzeentch |
Main Unit Key wh3_main_tze_mon_screamers_0 |
Land Unit Key wh3_main_tze_mon_screamers_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts mt1_wh3_screamers |
├ Man Entity wh3_main_tze_flying_screamer |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 282 |
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└ Man Mass 700.0000 |
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├ Armour wh2_main_body_30 |
├ Shield none |
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└ Man Speed 80 |
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├ Melee Weapon w3h_main_tze_screamer |
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Abilities
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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.
Attributes
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Causes Fear
This unit frightens all enemy units, reducing theirleadership when nearby. It is also immune to fear. Fear penalties do not stack.
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Daemonic
This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage whenLeadership is low)
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Can Fly
This unit can fly. -
Vanguard Deployment
This unit can deploy outside the deployment zone.
Strengths & Weaknesses
- 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be adamage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- Flying
This unit can fly.
Faction Availability | |
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The Realm of Chaos |