Flamers of Tzeentch
Flaming whirlwinds of Tzeentch's infinite sorcery, their flesh covered in twisted faces, they unravel their foes' very being with reality-warping Chaos-fire.Flamers are capable of a fair turn of speed, expelling gaseous ichor through the fungoid 'skirt' at their base to bound and leap across the ground with considerable mischievous gusto. A Flamer uses its blazing limbs to hurl bolts of magical flame at the foe. This is not fire in its truest sense, but a roiling cloud of Chaos energy. It does not burn, but warps reality. A Flamer's victim might briefly feel invigorated, before collapsing into a writhing puddle of flesh.
Unit Name Flamers of Tzeentch |
Main Unit Key wh3_main_tze_mon_flamers_0 |
Land Unit Key wh3_main_tze_mon_flamers_0 |
Land Unit Group Parents Missile Monsters & Beasts |
Land Unit Group Monstrous Missile Infantry |
Caste Monstrous Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 850 |
Recruitment Cost 850 |
Upkeep Cost 213 |
Number of Units 12 |
3084 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts gh3_wh3_flamer |
├ Man Entity wh3_main_tze_mon_flamer |
├ Man Hit Points 8 |
├ Num Men 12 |
└ Bonus Hit Points 249 |
700 |
└ Man Mass 700.0000 |
10 |
├ Armour wh2_main_body_10 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
50 |
└ Man Speed 50 |
Melee Attack 28 |
12 |
46 |
├ Melee Weapon wh3_main_tze_flamers_flame |
├ Base Weapon Damage 12 |
├ Armour-Piercing Weapon Damage 34 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 8 |
Ammunition 10 |
Range 90 |
304 |
├ Missile Weapon wh3_main_tze_flamer_flame |
├ Projectile wh3_main_tze_flamer_flame |
├ Base Missile Damage 5 |
├ Armour-Piercing Missile Damage 13 |
├ Base Explosive Damage 3.0000 |
├ Armour-Piercing Explosive Damage 6.0000 |
├ Number of Projectiles 1 |
├ Shots per volley 9 |
└ Reload Time 8 |
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.
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)
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. - 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. - Warpflame
These magical flames sunder armour and leave the enemy vulnerable to further flaming attacks. - 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.
Faction Availability | |
---|---|
The Realm of Chaos | |
The Lost God |