Disciples of Tzeentch – Flamers of Tzeentch

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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
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maws
Flaming Maws1"33+4+-1

Unit Size: 3      Points: 170
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an ETERNAL CONFLAGRATION army

Each model in a Flamers of Tzeentch unit is armed with Warpflame and Flaming Maws.

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

FLY: This unit can fly.

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

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.

Guided by Billowing Flames: If their Exalted kin are nearby, Flamers can follow their blazing trails to increase the intensity of their fires.
Add 1 to the Attacks characteristic of this unit’s Warpflame while it is wholly within 9" of any friendly EXALTED FLAMERS and/or any friendly BURNING CHARIOTS.

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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.
© Vyacheslav Maltsev 2013-2024