Screamers

Model NameMTSvWLdOC
Screamers
32mm flying base
14"46+ 4++37+1
Keywords:
Legiones Daemonica, Fly, Chaos, Daemon, Screamers, Shadow Legion, Tzeentch, Beast
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Lamprey bite
anti-monster 4+, anti-vehicle 4+
Melee336-22

Abilities

Slashing Dive:In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.

Wargear Options

None

Wargear Abilities

Unit Composition

3-6 Screamers
Every model is equipped with: lamprey bite.

Costs

3 models - 80pts
6 models - 160pts

Leader

Stratagems

NameDescription
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP PARTING BLOWS
Detachment: Daemonic Incursion
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP DENIZENS OF THE WARP
Detachment: Daemonic Incursion
WHEN: Your Movement phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.
1CP INCORPOREAL TERRORS
Detachment: Daemonic Incursion
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP DRAUGHT OF TERROR
Detachment: Daemonic Incursion
WHEN: Your Shooting phase or the Fight phase.

TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. In addition, until the end of the phase, each time such a weapon targets a unit that is Battle-shocked, you can re-roll the Wound roll.
1CP DAEMONIC INVULNERABILITY
Detachment: Daemonic Incursion
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of that enemy unit’s attacks.

EFFECT: Until the end of the phase, each time an invulnerable saving throw is made for a model in your unit, re-roll a saving throw of 1.
1CP THE REALM OF CHAOS
Detachment: Daemonic Incursion
WHEN: End of your opponent’s turn.

TARGET: Up to two LEGIONES DAEMONICA units from your army that are within your army’s Shadow of Chaos, or one other LEGIONES DAEMONICA unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves. They will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability.

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units with this Stratagem.
1CP WARP SURGE
Detachment: Daemonic Incursion
WHEN: Your Charge phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is within your army’s Shadow of Chaos.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1CP INSUBSTANTIAL ENTITIES
Detachment: Daemonic Incursion
WHEN: Your Movement phase.

TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
1CP CORRUPT REALSPACE
Detachment: Daemonic Incursion
WHEN: Start of any Command phase.

TARGET: One LEGIONES DAEMONICA unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker is said to be Corrupted and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Corrupted and under your control, the area of the battlefield within 6" of that objective marker is considered to be within your army’s Shadow of Chaos.
1CP INSUBSTANTIAL ENTITIES
Detachment: Pandaemoniac Inferno
WHEN: Your Movement phase.

TARGET: One TzEENTcH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
1CP ILLUSORY PRESENCE
Detachment: Pandaemoniac Inferno
WHEN: Your Shooting phase, just after a TzEENTcH LEGIONES DAEMONIcA unit from your army has shot.

TARGET: That TZEENTCH unit.

EFFECT: Your unit can make a Normal move of up to D6".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
1CP FATE SYPHONING
Detachment: Pandaemoniac Inferno
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TzEENTcH LEGIONES DAEMONIcA unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, you can re-roll saving throws of 1 made for models in your unit.
1CP FICKLEFIRE
Detachment: Scintillating Legion
WHEN: Your Shooting phase.

TARGET: One Legiones Daemonica Tzeentch unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets for, and resolving attacks with, ranged weapons. Until the end of the phase, each time an enemy model is destroyed while its unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.
1CP FATEBORNE NIGHTMARES
Detachment: Scintillating Legion
WHEN: Your Movement phase or your Charge phase.

TARGET: One Legiones Daemonica Tzeentch unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
1CP FLICKERING REALITY
Detachment: Scintillating Legion
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Legiones Daemonica Tzeentch unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Roll one D6, then you can spend one Flux token to re-roll the result: until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll (after any re-roll) of that result, the attack sequence ends, even if the original Hit roll would have been a Critical Hit.

Example: If you roll a 2 and choose to spend one Flux token to re-roll the result, and the re-roll is a 6, then until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll of 6 the attack sequence ends, that attack fails to hit and no Critical Hit effects (e.g. Lethal Hits) are resolved.
1CP PYROGENESIS
Detachment: Scintillating Legion
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Legiones Daemonica Tzeentch unit from your army that has not been selected to shoot or fight that phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of weapons equipped by models in your unit, or spend one Flux token and add 3 to the Strength characteristic of those weapons and improve the Armour Penetration characteristic of those weapons by 1 instead.
1CP DELIRIUM UNMADE
Detachment: Scintillating Legion
WHEN: End of your opponent’s Fight phase.

TARGET: One Legiones Daemonica Tzeentch unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend one Flux token when you use this Stratagem and target up to two LEGIONES DAEMONICA TZEENTCH units from your army instead (including those within Engagement Range of one or more enemy units).

EFFECT: Remove your units from the battlefield and place them into Strategic Reserves.
1CP SPITEFUL DEMISE
Detachment: Shadow Legion
WHEN: Any phase, just after a Shadow Legion unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability.

TARGET: That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the Slaanesh keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
1CP BINDING SHADOW
Detachment: Shadow Legion
WHEN: End of your opponent’s Fight phase.

TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that are not within Engagement Range of one or more enemy units.

EFFECT: Remove those selected units from the battlefield and place them into Strategic Reserves.
1CP ENCROACHING DARKNESS
Detachment: Shadow Legion
WHEN: Your Shooting phase.

TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that arrived from Reserves this turn.

EFFECT: Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability.
1CP CHANNELLED WRATH
Detachment: Shadow Legion
WHEN: Fight phase.

TARGET: One Shadow Legion unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the Khorne keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well.
1CP DEATH DENIED
Detachment: Shadow Legion
WHEN: Your Command phase.

TARGET: One Shadow Legion unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds. In addition, If your unit has the Tzeentch keyword, return up to one destroyed model (excluding Character models) to your unit with its full wounds remaining.
2CP SHADE PATH
Detachment: Shadow Legion
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One Shadow Legion unit from your army that was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the Nurgle keyword, that enemy unit must take a Battle-shock test.