Disciples of Tzeentch – Exalted Flamers of Tzeentch

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9"
4
4+
10
WARSCROLL

Exalted Flamers of Tzeentch

An Exalted Flamer can project gouts of multicoloured flame, turning entire enemy units into piles of blackened bones. The shifting warpflames seem to have a mind of their own, forming hideous faces and ominous sigils with their tongues of fire.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Billowing Warpflame
Billowing Warpflame18"44+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maws
Flaming Maws2"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: None
Base size: 75 x 42mm

Each model in an Exalted Flamers of Tzeentch unit is armed with Billowing Warpflame and Flaming Maws.

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

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, EXALTED FLAMERS
Army List
Warscrolls collated

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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.
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).
© Vyacheslav Maltsev 2013-2024