Disciples of Tzeentch – Horrors of Tzeentch
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5"
1
6+
10
WARSCROLL

Horrors of Tzeentch

Gibbering with lunatic energy, the luminescent Pink Horrors whirl and flail, generating raw magic that can manifest as blasts of unnatural fire that scour the enemy. Should they be slain, Horrors split in twain to form two lesser incarnations.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"5+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Taloned Hands
Taloned Hands1"4+4+-1
DAMAGE
Horror ColourMagical FlamesTaloned HandsPetty Vengeance Roll
Iridescent623+
Pink314+
Blue215+
Brimstone126+
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 250
Battlefield Role: None
MODELBASE SIZE
Blue Horrors of Tzeentch25mm
Brimstone Horrors of Tzeentch25mm
Pink Horrors of Tzeentch32mm
Notes: Battleline if the unit contains no Blue Horrors and no Brimstone Horrors. If the unit contains no Pink Horrors, change the points cost to 150. If the unit contains no Pink Horrors and no Blue Horrors, change the points cost to 125.

If this unit included any Pink Horrors it gains the PRIORITY TARGET keyword.

Each model in a Horrors of Tzeentch unit is armed with Magical Flames and Taloned Hands.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Multitudinous Host
 • Atra’zan’s Blazing Cavalcade

BATTLE ABILITY: When you pick this unit to be part of your army or when you add this unit to your army during a battle, you must decide if this unit will have either the Split and Split Again ability or the Petty Vengeance ability (it cannot have both). Note your choice on your army roster.

HORRORS: Each model in a Horrors of Tzeentch unit must be either a Pink Horror, a Blue Horror or a Brimstone Horror (you can have different types of Horror in the same unit). You cannot allocate wounds or mortal wounds to a Blue Horror if its unit includes any Iridescent or Pink Horrors, and you cannot allocate a wound to a Brimstone Horror if its unit includes any Blue Horrors.

CHAMPION: 1 Pink Horror in this unit can be an Iridescent Horror instead.

STANDARD BEARER: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Icon Bearer instead. At the start of your hero phase, if you have a Disciples of Tzeentch army, roll 1 dice for each Pink Horror Icon Bearer in this unit. For each 3+, you receive 1 Fate Point.

MUSICIAN: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Hornblower instead. Add 1 to save rolls for this unit while it includes any Pink Horror Hornblowers.

Split and Split Again: Should a Horror meet its end at the hands of the enemy, it is capable of splitting itself into lesser daemons and renewing its assault twice over.
Each time an Iridescent Horror or Pink Horror in this unit is slain by a wound or mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 2 Blue Horrors that are added to its unit.

Each time a Blue Horror in this unit is slain by a wound or mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 1 Brimstone Horrors model that is added to its unit.

ADDING AND REMOVING HORRORS
Replacement models that are added to this unit must be set up one at a time within 1" of the position that was occupied by the model they are replacing.

Replacement models that are added to this unit can only be set up within 3" of an enemy unit if a model from this unit is already within 3" of that enemy unit.

Replacement models added to this unit can take it above its maximum size.

Designer’s Note: Horrors that flee cannot Split and Split Again. If a Horror Splits and Splits again, it is immediately removed from play and the replacement models are added to the unit before the next wound or mortal wound is allocated to the unit. A Horror that is removed from play because it has Split and Split Again does not count as a slain model for the purposes of the Battleshock rules (core rules, 15.0) and it cannot be returned through the use of rules that allow you to return slain models to the unit.

Petty Vengeance: Some Horrors take petty vengeance on those who harm them by exploding in a blast of flame.
If a model in this unit is slain, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is equal to or greater than the Petty Vengeance Roll for the slain model, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HORRORS OF TZEENTCH
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
© Vyacheslav Maltsev 2013-2022