Tzeentch – Screamers of Tzeentch
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Screamers of Tzeentch

Speeding blurs that leave shimmering trails of change-magic in the air, Screamers streak across the skies with a wailing cry. They slash any foes they pass with razorsharp horns and fins before darting down to savage their chosen quarry.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lamprey Bite
Lamprey Bite1"34+3+-1

Unit Size: 3 - 12      Points: 80
Battlefield Role: None
Notes: Battleline in HOSTS ARCANUM army


This warscroll can be used in following warscroll battalions:
 • Aether-eater Host
 • Changehost


A unit of Screamers of Tzeentch has any number of models, each attacking with a Lamprey Bite.

FLY: This unit can fly.


Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this unit’s Lamprey Bite to D3.

Slashing Fins: The pack mentality of Screamers makes them an especially effective unit on the battlefield. They swoop in formation and slash at their foes, performing fly-by attacks and effortless manoeuvres.
After this unit has made a normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that unit. For each 5+, that unit suffers 1 mortal wound. If that enemy unit is a WIZARD, for each 5+, inflict D3 mortal wounds instead of 1.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
© Vyacheslav Maltsev 2013-2021