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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Blue Horrors of Tzeentch
Blue Horrors of Tzeentch Oracles of TzeentchOracles of Tzeentch Infantry

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.

Blue Horrors of Tzeentch

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

Hit Points

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

Mass

70

└ Man Mass

70.0000

Armour

5

├ Armour

wh2_main_body_5

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

38

└ Man Speed

38

Melee Attack

20

Melee Defence

22

Weapon Strength

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

Missile Strength

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.