Beasts of ChaosTzaangor Skyfires
16"
4
5+
6
WARSCROLL

Tzaangor Skyfires

Tzaangor Skyfires soar across the battlefield raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their targets’ most vulnerable weak spots with confounding accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arrow of Fate
Arrow of Fate24"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow Stave
Bow Stave1"25+5+-1
Vicious Beak
Vicious Beak1"14+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Tzaangor Skyfires has any number of models, each armed with an Arrow of Fate, Vicious Beak and Bow Stave.

FLY: Tzaangor Skyfires can fly.

MOUNT: This unit’s Discs of Tzeentch attack with their Teeth and Horns.

AVIARCH : The leader of this unit is an Aviarch. Add 1 to hit rolls for attacks made with an Aviarch’s Arrow of Fate.

ABILITIES

Guided by the Future: These warriors’ attacks are directed by glimpses of the future.
In the combat phase, you can re-roll failed hit and wound rolls for attacks made by this unit if no enemy units within 3" of this unit have already fought in that phase.

Judgement from Afar: To be struck by an Arrow of Fate is to be judged by destiny itself.
An unmodified hit roll of 6 for an attack made with an Arrow of Fate inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, DAEMON, TZEENTCH, ARCANITE, TZAANGOR SKYFIRES
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The GOR keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
Leader

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

The BRAYHERD keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader

The DAEMON keyword is used in following Beasts of Chaos warscrolls:

None
Leader

The TZEENTCH keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
Leader

The ARCANITE keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020