Blue Horrors of Tzeentch
Missile infantry· Melee Infantry· Tier 2· 160 models at Ultra size
Health
48 per model
7,680
Armour
5
Leadership
50
Speed
38
Melee attack
20
Melee defence
22
Weapon strength
21 base + 3 armour-piercing
24
Charge bonus
10
Ranged
Range
90 m
Ammunition
4
Missile damage
13 base + 2 AP
15
Reload time
8 s
Damage per 10 s
19
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
Who can field it
- Legion of Chaos
- Oracles of Tzeentch
- Warhost of the Apocalypse
The game also has 2 summoned or scripted copies of this unit that players don't recruit directly (wh3_main_pro_tze_inf_blue_horrors_0, wh3_main_tze_inf_blue_horrors_summoned_0).
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.