Disciples of Tzeentch – Screamers of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Screamers of Tzeentch
14"
3
5+
1
Screamers are sky-sharks that ride upon currents of magic. These daemons drift about, fangs constantly gnashing and eyes revolving on their flattened undersides as they hunt for prey. Souls are their favoured delicacy, but aetheric energies are similarly ripe for consumption. Mortal flesh makes for a fine meal, too – though the act of ripping open prey with their circular, shredding maws sustains the Screamers far more than any physical nourishment. Champions of Tzeentch have long used Screamers as aerial shock cavalry. They are single-minded in hunting for their next mouthful of magic; Screamer shoals have been known to chase endless spells across entire landmasses. Sharpened spines and ridges jut out from the Screamers’ sleek forms, and the speeds they can reach make them deadly living missiles. Screamer shoals dart through an enemy formation without pause, scything down foes without breaking pace. Even monsters must be wary of these daemons; there are tales of Mega-Gargants that thought to pluck one of these strange beasts out of the sky for a quick snack, only to be whittled down to the bone by a sudden hurricane of fangs.
DISCIPLES OF TZEENTCH WARSCROLL
Screamers of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Lamprey Bite [Anti-MONSTER (+1 Rend), Companion]
Lamprey Bite
Anti-MONSTER (+1 Rend), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 32mm
Can be reinforced: Yes

Your Movement Phase
SLASHING FINS: A pack of Screamers travelling at great speed can slash and eviscerate an enemy formation to ribbons.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit that passed across the target. For each 4+, inflict 1 mortal damage on the target.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

The BEAST keyword is used in the following Disciples of Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2024