Disciples of Tzeentch – Ogroid Thaumaturge
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6"
8
5+
8
WARSCROLL

Ogroid Thaumaturge

Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of fiery energy into the enemy ranks, before stampeding into their midst to pummel the survivors to bloody ruin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Horns
Great Horns1"23+3+-23
Thaumaturge Staff
Thaumaturge Staff2"33+3+-1D3
Cloven Hooves
Cloven Hooves1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 165
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

An Ogroid Thaumaturge is a single model armed with Great Horns, Thaumaturge Staff and Cloven Hooves.

ABILITIES

Brutal Rage: When wounded, the Ogroid finds bursts of renewed energy from its rage.
You can re-roll hit and wound rolls for attacks made with melee weapons by this model if any wounds or mortal wounds were allocated to this model earlier in the same phase.

Mighty Rampage: There are few things as deadly as the momentum of an Ogroid Thaumaturge on the charge.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. 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 Arcane Bolt, Mystic Shield and Choking Tendrils spells.

Choking Tendrils: The caster unleashes lashes of arcane energy that strangle the life from their victims.
Choking Tendrils has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds. For each model that is slain by mortal wounds inflicted by this spell, you can heal 1 wound allocated to this model.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, OGROID THAUMATURGE
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.
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 MORTAL keyword is used in the following Disciples of Tzeentch warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2022