Flamers of Tzeentch
Monstrous infantry· Monstrous Missile Infantry· Tier 2· 12 models at Ultra size
Health
257 per model
3,084
Armour
10
Leadership
60
Speed
50
Melee attack
28
Melee defence
12
Weapon strength
12 base + 34 armour-piercing
46
Charge bonus
8
Ranged
Range
90 m
Ammunition
12
Missile damage
5 base + 13 AP, explosion 3 + 6 AP, 9 projectiles per shot
27
Reload time
8 s
Damage per 10 s
304
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
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 1 summoned or scripted copy of this unit that players don't recruit directly (wh3_main_pro_tze_mon_flamers_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.