Disciples of Tzeentch – Flamers of Tzeentch
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9"
2
5+
10
WARSCROLL

Flamers of Tzeentch

Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. Yet the Changer of the Ways is fickle, and fires that have burnt out may once more leap to life, guiding even more flames to the target.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpflame
Warpflame18"34+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw1"25+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 175
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an Eternal Conflagration army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Warpflame Host

DESCRIPTION

A unit of Flamers of Tzeentch has any number of models, each armed with Warpflame and Flaming Maws.

PYROCASTER: 1 model in this unit can be a Pyrocaster. Add 1 to the Attacks characteristic of that model’s missile weapon.

FLY: This unit can fly.

ABILITIES

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.

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.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, FLAMER, TZEENTCH, FLAMERS OF TZEENTCH
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.

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

None
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
© Vyacheslav Maltsev 2013-2022