Blue Horrors of Tzeentch
When a Pink Horror is slain, it is replaced by a pair of smaller Blue Horrors, as surly as their predecessors were joyful.When wounded, a Pink Horror exhales a final lunatic cackle before rapidly decomposing into an ectoplasmic blob of gyrating magic, which swiftly alters colour and divides into two Blue Horrors – diminutive replicas of their parent Daemon. Blue Horrors are sullen and malicious, like eviltempered children, and sneer and grumble their way through a battle. Once spawned, they add a deeper whining note to the incessant chortling of the group as they attempt to grapple with enemies and squeeze the life from them, before inevitably wandering off in search of fresh entertainment.
Unit Name Blue Horrors of Tzeentch |
Main Unit Key wh3_main_tze_inf_blue_horrors_0 |
Land Unit Key wh3_main_tze_inf_blue_horrors_0 |
Land Unit Group Parents Infantry |
Land Unit Group Melee Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 500 |
Recruitment Cost 500 |
Upkeep Cost 125 |
Number of Units 160 |
7680 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu14_wh3_blue_horror_dagger_fire_bolt |
├ Man Entity wh3_main_tze_inf_blue_horror_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 160 |
└ Bonus Hit Points 40 |
70 |
└ Man Mass 70.0000 |
5 |
├ Armour wh2_main_body_5 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 45 |
38 |
└ Man Speed 38 |
Melee Attack 20 |
22 |
24 |
├ Melee Weapon wh3_main_tze_blue_horror |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 3 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 10 |
Ammunition 4 |
Range 90 |
19 |
├ Missile Weapon wh3_main_tze_blue_horror_fire_bolt |
├ Projectile wh3_main_tze_blue_horror_fire_bolt |
├ Base Missile Damage 13 |
├ Armour-Piercing Missile Damage 2 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ 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) -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Special Ranged Weapon
This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks. - Weak Against Armour
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies. - 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. - 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 |