Disciples of Tzeentch – Kairic Acolytes
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6"
1
5+
5
WARSCROLL

Kairic Acolytes

Kairic Acolytes are the chosen human cultists of Tzeentch. Harnessing their collective magical might, the Chanters of Change unleash it in the form of searing bolts. Enemies that do not fall before this arcane fusillade must face their curved blades.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerous Bolt
Sorcerous Bolt18"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Glaive
Cursed Glaive1"14+3+-12
Cursed Blade(s)
Cursed Blade(s)1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Witchfyre Coven

DESCRIPTION

A unit of Kairic Acolytes has any number of models. The unit is armed with Sorcerous Bolts and one of the following weapon options: Cursed Blade and Arcanite Shield; or a pair of Cursed Blades.

3 in every 10 models in this unit can replace their weapon option with a Cursed Glaive and Arcanite Shield.

KAIRIC ADEPT: 1 model in this unit can be a Kairic Adept. Add 1 to the Attacks characteristic of that model’s melee weapons.

SCROLL OF DARK ARTS: 1 in every 10 models in this unit can carry a Scroll of Dark Arts. A unit that includes any Scrolls of Dark Arts can add 1 to casting and unbinding rolls.

VULCHARC: 1 in every 10 models in this unit can be accompanied by a Vulcharc. If an enemy WIZARD successfully casts a spell within 18" of a friendly unit that includes any Vulcharcs, roll a dice. On a 4+, that WIZARD suffers 1 mortal wound after the effects of that spell have been resolved.

ABILITIES

Arcanite Shields: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated. When you allocate wounds or mortal wounds to this unit, you must allocate them to a model armed with an Arcanite Shield if it is possible to do so.

Paired Cursed Blades: Those who wield twin cursed blades can strong-arm enemy weapons aside for a cleaner strike.
You can re-roll hit rolls for attacks made with a pair of Cursed Blades.

MAGIC

This unit is a WIZARD while it has 9 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Gestalt Sorcery spell. It cannot attempt to cast any spells other than Gestalt Sorcery, but any number of KAIRIC ACOLYTES units can attempt to cast Gestalt Sorcery in the same hero phase.

Gestalt Sorcery: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.
Gestalt Sorcery has a casting value of 6. If successfully cast, pick 1 friendly KAIRIC ACOLYTES unit wholly within 9" of the caster. Until your next hero phase, improve the Rend characteristic of that unit’s Sorcerous Bolt attack by 1. A unit cannot benefit from this spell more than once per turn.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, KAIRIC ACOLYTES
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).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Battleline

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

Leader, Behemoth
Leader
Battleline
None
Behemoth
© Vyacheslav Maltsev 2013-2022