Tzeentch – Kairic Acolytes

Kairic Acolytes

Kairic Acolytes are the chosen human cultists of Tzeentch. Harnessing their collective magical might, the Chanters of Change unleash it in the form of searing bolts. Enemies that do not fall before this arcane fusillade must face their curved blades.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerous Bolt
Sorcerous Bolt18"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Glaive
Cursed Glaive1"14+3+-12
Cursed Blade(s)
Cursed Blade(s)1"14+3+-1

Unit Size: 10 - 30      Points: 100
Battlefield Role: Battleline


A unit of Kairic Acolytes has any number of models. The unit is armed with Sorcerous Bolts and one of the following weapon options: Cursed Blade and Arcanite Shield; or a pair of Cursed Blades.

3 in every 10 models in this unit can replace their weapon option with a Cursed Glaive and Arcanite Shield.

KAIRIC ADEPT: 1 model in this unit can be a Kairic Adept. Add 1 to the Attacks characteristic of that model’s melee weapons.

SCROLL OF DARK ARTS: 1 in every 10 models in this unit can carry a Scroll of Dark Arts. A unit that includes any Scrolls of Dark Arts can add 1 to casting and unbinding rolls.

VULCHARC: 1 in every 10 models in this unit can be accompanied by a Vulcharc. If an enemy WIZARD successfully casts a spell within 18" of a friendly unit that includes any Vulcharcs, roll a dice. On a 4+, that WIZARD suffers 1 mortal wound after the effects of that spell have been resolved.


Arcanite Shields: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated. When you allocate wounds or mortal wounds to this unit, you must allocate them to a model armed with an Arcanite Shield if it is possible to do so.

Paired Cursed Blades: Those who wield twin cursed blades can strong-arm enemy weapons aside for a cleaner strike.
You can re-roll hit rolls for attacks made with a pair of Cursed Blades.


This unit is a WIZARD while it has 9 or more models. 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 Gestalt Sorcery spell. It cannot attempt to cast any spells other than Gestalt Sorcery, but any number of KAIRIC ACOLYTES units can attempt to cast Gestalt Sorcery in the same hero phase.

Gestalt Sorcery: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.
Gestalt Sorcery has a casting value of 6. If successfully cast, pick 1 friendly KAIRIC ACOLYTES unit wholly within 9" of the caster. Until your next hero phase, improve the Rend characteristic of that unit’s Sorcerous Bolt attack by 1. A unit cannot benefit from this spell more than once per turn.

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
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 KAIRIC ACOLYTES keyword is used in following Tzeentch warscrolls:


The MORTAL keyword is used in following Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2020