TzeentchFlamers of Tzeentch
9"
2
5+
10
WARSCROLL

Flamers of Tzeentch

Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. Yet the Changer of the Ways is fickle, and fires that have burnt out may once more leap to life, guiding even more flames to the target.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpflame
Warpflame18"34+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw1"25+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 120
Battlefield Role: None
Notes: Battleline in ETERNAL CONFLAGRATION army

DESCRIPTION

A unit of Flamers of Tzeentch has any number of models, each armed with Warpflame and Flaming Maws.

PYROCASTER: 1 model in this unit can be a Pyrocaster. Add 1 to the Attacks characteristic of that model’s missile weapon.

FLY: This unit can fly.

ABILITIES

Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to hit rolls for attacks made by this unit if the target unit has 10 or more models. Add 2 to hit rolls instead of 1 if the target unit has 20 or more models.

Touched by Fire: When forced to meet an enemy in hand-to-hand combat, Flamers rely on their blazing forms to repel their foe.
Roll a dice each time you allocate a wound or mortal wound to this unit that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound.

Guided by Billowing Flames: If their Exalted kin are nearby, Flamers can follow their blazing trails to increase the intensity of their fires.
Add 1 to hit rolls for attacks made with this unit’s Warpflame while it is wholly within 9" of any friendly EXALTED FLAMERS.

KEYWORDS
CHAOS, DAEMON, FLAMER, TZEENTCH, FLAMERS OF TZEENTCH
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.

The EXALTED FLAMERS keyword is used in following Tzeentch warscrolls:

None

The FLAMER keyword is used in following Tzeentch warscrolls:

None
© Vyacheslav Maltsev 2013-2020