Disciples of Tzeentch – Screamers of Tzeentch
This warscroll does not meet the selection criteria (see Settings tab).

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      Points: 100
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Hosts Arcanum army


This warscroll can be used in the 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.

14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2022