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.
Unit Name Screamers of Tzeentch |
Main Unit Key wh3_main_pro_tze_mon_screamers_0 |
Land Unit Key wh3_main_pro_tze_mon_screamers_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Flying Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
Number of Units 16 |
4112 |
├ 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 249 |
700 |
└ Man Mass 700.0000 |
20 |
├ Armour wh2_main_body_20 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
80 |
└ Man Speed 80 |
Melee Attack 26 |
22 |
60 |
├ Melee Weapon w3h_main_tze_screamer |
├ Base Weapon Damage 20 |
├ Armour-Piercing Weapon Damage 40 |
├ Bonus vs. Large 25 |
└ Bonus vs. Infantry 0 |
Charge Bonus 22 |
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) -
Can Fly
This unit can fly.
Strengths & Weaknesses
- 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage 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.
Faction Availability | |
---|---|
The Lost God |