Disciples of Tzeentch – Atra’zan’s Blazing Cavalcade

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Warscroll Battalion

Atra’zan’s Blazing Cavalcade

Atra’zan the Immolator seeks to engulf the Mortal Realms in an arcane firestorm. To see this done, he has assembled a troupe of daemonic pyromaniacs who surge into battle like a living inferno, delighting in the agonised screams of burning mortals and the stench of charred flesh.
 • 1 Fateskimmer, Herald of Tzeentch on Burning Chariot (Atra’zan the Immolator)
 • 1-3 Horrors of Tzeentch units with a combined model count of no more than 30 models
The Fateskimmer, Herald of Tzeentch, on Burning Chariot from this battalion is a unique named character. All units from this battalion must have the ETERNAL CONFLAGRATION keyword.

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion


Gleeful Immolation: As Atra’zan’s summoned flames whirl about his Cavalcade, the daemons become a living conflagration that spreads the fires of change with reckless, joyful abandon.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion that made a charge move in the same turn. If you intend to complete the Reckless Abandon agenda from Battletome: Disciples of Tzeentch, you cannot pick units from this battalion to complete the agenda.

The Opus Infernus: Atra’zan’s devotion to immolating the enemies of anarchy has earned him the boon of wielding the Opus Infernus.
Atra’zan the Immolator knows the Tzeentch’s Firestorm spell from the Lore of Change in Battletome: Disciples of Tzeentch in addition to any other spells he knows, and you can add 2 to the casting roll when he attempts to cast that spell.
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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
© Vyacheslav Maltsev 2013-2024