Tzeentch – Horrors of Tzeentch
5"
1
6+
10
WARSCROLL

Horrors of Tzeentch

Gibbering with lunatic energy, the luminescent Pink Horrors whirl and flail, generating raw magic that can manifest as blasts of unnatural fire that scour the enemy. Should they be slain, Horrors split in twain to form two lesser incarnations.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"5+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Taloned Hands
Taloned Hands1"5+4+-1
HORROR TABLE
Horror ColourMagical FlamesTaloned Hands
Pink31
Blue21
Brimstone12
PITCHED BATTLE PROFILE

Unit Size: 10 - 20      Points: 220
Battlefield Role: None
Notes: Battleline if this unit contains no Blue Horrors or Brimstone Horrors.

If this unit contains no Pink Horrors, change the points cost to 100.

If the unit contains no Pink Horrors and no Blue Horrors, change the points cost to 60.

DESCRIPTION

A unit of Horrors of Tzeentch has any number of models, each armed with Magical Flames and Taloned Hands.

PINK HORRORS: Any number of models in this unit can be Pink Horrors.

BLUE HORRORS: Any number of models in this unit can be Blue Horrors.

BRIMSTONE HORRORS: Any number of models in this unit can be Brimstone Horrors.

IRIDESCENT HORROR: 1 Pink Horror model in this unit can be an Iridescent Horror. Add 1 to the Attacks characteristic of that model’s melee weapon.

ICON BEARER: 1 in every 10 Pink Horror models in this unit can be a Pink Horror Icon Bearer. If the unmodified roll for a battleshock test for this unit while it includes any Pink Horror Icon Bearers is 1, you can return D6 slain HORRORS OF TZEENTCH models to this unit, and no models from this unit will flee in that battleshock phase. Set up the HORRORS OF TZEENTCH models one at a time within 1" of a model from this unit that has not been returned in that phase. The models can only be set up within 3" of an enemy unit if this unit was within 3" of that enemy unit before any models were returned.

HORNBLOWER: 1 in every 10 Pink Horror models in this unit can be a Pink Horror Hornblower. If the unmodified roll for a battleshock test for an enemy unit that is within 6" of this unit while this unit includes any Pink Horror Hornblowers is 1, that battleshock test must be re-rolled.

ABILITIES

Ectoplasmic Elasticity: The physicality of a Pink Horror can withstand enemy attacks, allowing it to reform its shape instantly.
Roll a dice each time you allocate a wound or mortal wound to a Pink Horror from this unit. On a 6, that wound or mortal wound is negated.

Flickering Flames: Combining their magical might, Horrors consume their enemies in maelstroms of arcane fire.
Add 1 to hit rolls for attacks made with this unit’s Magical Flames while this unit has 20 or more models.

Split and Split Again: Should a Horror meet its end at the hands of the enemy, it is capable of splitting itself into lesser daemons and renewing its assault twice over.
When you allocate wounds or mortal wounds to this unit, you must allocate them to a Pink Horror model if it is possible to do so.

Each time an Iridescent Horror or Pink Horror model from a friendly unit with this ability is slain, you can add 2 Blue Horror models to that unit after removing the slain model. Each time a Blue Horror model from a friendly unit with this ability is slain, you can add 1 Brimstone Horrors model to that unit after removing the slain model.

Set up the additional models one at a time within 1" of the position that the slain model had occupied. The additional models can only be set up within 3" of an enemy unit if the position that the slain model had occupied or any other models from the slain model’s unit are within 3" of that enemy unit. If you cannot set up the additional models in this way, they are removed from play (they do not count as being slain).

Locus of Conjuration: Tzeentch bolsters his Horrors by channelling eldritch energies through nearby champions.
Add 1 to casting rolls for this unit while it is wholly within 12" of any friendly TZEENTCH DAEMON HEROES.

Petty Vengeance: Some Horrors take petty vengeance on those who harm them by exploding in a blast of flame.
If a Pink Horror model from this unit is slain and you do not use its Split and Split Again ability to add any models to this unit, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.

MAGIC

This unit is a WIZARD while it has 9 or more Pink Horrors. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Channelled Pink Fire spell. It cannot attempt to cast any spells other than Channelled Pink Fire, but any number of HORRORS OF TZEENTCH units that have 9 or more Pink Horrors can attempt to cast Channelled Pink Fire in the same hero phase.

Channelled Pink Fire: As the Horrors chant verses in the Dark Tongue in unison, their pink forms illuminate, charging their magical essence.
Channelled Pink Fire has a casting value of 6. If successfully cast, pick 1 friendly HORRORS OF TZEENTCH unit wholly within 6" of the caster and visible to them. Add 1 to hit rolls for attacks made by that unit until the start of your next hero phase. A unit cannot benefit from this spell more than once per phase.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HORRORS OF TZEENTCH
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The HORRORS OF TZEENTCH keyword is used in following Tzeentch warscrolls:

None
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
© Vyacheslav Maltsev 2013-2020