Wahapedia8 site header
Thousand SonsScreamers
4

Screamers

NAME M WS BS S T W A Ld Sv
Screamer 16" 4+ - 4 4 2 3 7 6+
This unit contains 3 Screamers. It can include up to 3 additional Screamers (Power Rating +4) or up to 6 additional Screamers (Power Rating +8). Each model attacks with a lamprey bite.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Lamprey bite
Melee
Melee
+2
-3
2
-
ABILITIES
Daemonic Ritual

Ephemeral Daemons: All models in this unit have a 4+ invulnerable save.

Slashing Attack: If this unit moves over any enemy units in its Movement phase (and it did not Fall Back), you can choose one of those enemy units and roll a D6 for each Screamer in this unit. Any rolls of 6 inflict a mortal wound on the enemy unit.
FACTION KEYWORDS
CHAOS, TZEENTCH, DAEMON
KEYWORDS
BEAST, FLY, SCREAMERS
Includes wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The THOUSAND SONS and CHARACTER keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The TZEENTCH and DAEMON keywords are used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Using dark pacts and blasphemous rituals, a champion of the Thousand Sons weakens the fabric of reality, creating a gateway to the warp through which Tzeentchian Daemons can pour.

Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The BEAST keyword is used in following Thousand Sons datasheets:

Fast Attack

The CHAOS keyword is used in following Thousand Sons datasheets:

The DAEMON keyword is used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

This datasheet has Fast Attack Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

The FLY keyword is used in following Thousand Sons datasheets:

HQ
Elites
• Flamers
Fast Attack
Flyers
Lords of War

The TZEENTCH keyword is used in following Thousand Sons datasheets:

© Vyacheslav Maltsev 2013-2019