Disciples of Tzeentch – Burning Chariots of Tzeentch

This warscroll does not meet the selection criteria (see Settings tab).
14"
6
4+
10
WARSCROLL

Burning Chariots of Tzeentch

Drawn through the skies by a pair of Screamers, a Burning Chariot rides upon a wave of multicoloured flames that scorch all in its wake, while the Exalted Flamer that writhes and twists upon its back breathes out sheets of unnatural, billowing fire.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Billowing Warpflame
Billowing Warpflame18"44+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw2"44+3+-11
Blue Horrors’ Jabs
Blue Horrors’ Jabs1"35+5+-1
Lamprey Bite
Lamprey Bite1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is a Fateskimmer, Herald of Tzeentch on Burning Chariot

Each model in a Burning Chariots of Tzeentch unit is armed with Billowing Warpflame, Flaming Maws and Blue Horrors’ Jabs.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Change Host
 • Overseer’s Fate-twisters
 • Warpflame Host

FLY: This unit can fly.

MOUNT: This unit’s Screamers of Tzeentch are armed with Lamprey Bites.

ELITE: Models in this unit can issue commands to their own unit.

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 with this unit’s Billowing Warpflame or Flaming Maws weapons if the target unit has 5 or more models.

Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.
After this unit has made a normal move, run or retreated, pick 1 enemy unit and roll a dice if this unit passed across any models in that enemy unit. On a 2+, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, BURNING CHARIOTS
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
© Vyacheslav Maltsev 2013-2024