Disciples of Tzeentch – Burning Chariots of Tzeentch
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Burning Chariots of Tzeentch

Drawn through the skies by a pair of Screamers, a Burning Chariot rides upon a wave of multicoloured flames that scorches 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"64+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw2"45+3+-1
Blue Horrors’ Jabs
Blue Horrors’ Jabs1"35+5+-1
Lamprey Bite
Lamprey Bite1"64+3+-1

Unit Size: 1      Points: 180
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is a Fateskimmer, Herald of Tzeentch on Burning Chariot


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


A unit of Burning Chariots of Tzeentch has any number of models, each armed with Billowing Warpflame, Flaming Maws and Blue Horror’s Jabs.

MOUNT: This unit’s Screamers of Tzeentch attack with their Lamprey Bites.

FLY: This unit can fly.

CHAMPION: If this unit has 3 or more models, 1 model in this unit can be a champion.


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 by this unit if the target unit has 10 or more models.

Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this unit’s Lamprey Bite to D3.

Touched by Fire: When forced to meet an enemy in hand-to-hand combat, Flamers rely on their blazing forms to repel their foe.
Roll a dice each time you allocate a wound or mortal wound to this unit that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound.

Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are flooded with waves of unnatural fire.
After this unit has made a normal move, you can pick 1 enemy unit that has any models passed across by any models from this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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).
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.
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.
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.

The FLAMER keyword is used in the following Disciples of Tzeentch warscrolls:


The EXALTED FLAMERS keyword is used in the following Disciples of Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2022