Disciples of Tzeentch – Screamers of Tzeentch

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16"
3
5+
10
WARSCROLL

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 razor-sharp horns and fins before darting down to savage their chosen quarry.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lamprey Bite
Lamprey Bite1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 110
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a HOSTS ARCANUM army

Each model in a Screamers of Tzeentch unit is armed with a Lamprey Bite.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host
 • Change Host

FLY: This unit can fly.

Slashing Fins: The pack mentality of Screamers makes them an especially effective unit on the battlefield. They swoop information and slash at their foes, performing fly-by attacks and effortless manoeuvres.
After this unit has made a normal move, run, retreated or made a charge move, pick 1 enemy unit and roll a dice for each model in this unit that passed across any models in that enemy unit. For each 4+, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, SCREAMERS OF TZEENTCH
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.
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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024