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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Screamers of Tzeentch
Screamers of Tzeentch Oracles of TzeentchOracles of Tzeentch Monsters & Beasts

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.

Screamers of Tzeentch

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

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

Hit Points

4640

├ 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

Mass

700

└ Man Mass

700.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

80

└ Man Speed

80

Melee Attack

26

Melee Defence

22

Weapon Strength

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.
  • 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 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.
  • Flying
    This unit can fly.