Tzeentch – The Eyes of the Nine
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The Eyes of the Nine

Agents of the Gaunt Summoners, the Eyes of the Nine seek out artefacts redolent with realm magics that they can corrupt with Tzeentchian energy. With these ensorcelled lodestones, they intend to tether the Silver Towers to reality.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"25+4+-1
Sorcerous Bolt
Sorcerous Bolt12"15+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade1"14+4+-12
Cursed Blade
Cursed Blade1"14+4+-1
Vicious Beak
Vicious Beak1"14+5+-1
Taloned Hands
Taloned Hands1"15+4+-1

Unit Size: 4      Points: 140
Battlefield Role: Leader
Notes: Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.


The Eyes of the Nine is a unit that has 4 models. Narvia and Turosh are each armed with a Cursed Blade, Sorcerous Bolt and Arcanite Shield; K’charik is armed with a Savage Greatblade and Vicious Beak; and the Blue Horror is armed with Magical Flames and Taloned Hands.

K’CHARIK: Add 1 to K’charik’s Wounds characteristic.


Arcanite Shield: This 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.

Split: If the Blue Horror is slain, it transforms into a pair of Brimstone Horrors.
If the 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. The Brimstone Horrors’ Magical Flames have an Attacks characteristic of 1 instead of 2, and their Taloned Hands have an Attacks characteristic of 2 instead of 1.

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.
© Vyacheslav Maltsev 2013-2021