Disciples of Tzeentch – The Eyes of the Nine

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6"
2
6+
6
WARSCROLL

The Eyes of the Nine

Agents of the Gaunt Summoners, the Eyes of the Nine seek out artefacts redolent with realm magics that they can corrupt with Tzeentchian energy. With these ensorcelled lodestones, they intend to tether the Silver Towers to reality.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"25+4+-1
Sorcerous Bolt
Sorcerous Bolt12"25+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade1"24+4+-12
Cursed Blade
Cursed Blade1"24+4+-1
Vicious Beak
Vicious Beak1"24+5+-1
Taloned Hands
Taloned Hands1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 160
Battlefield Role: None
MODELBASE SIZE
Eyes of the Nine32mm
Horrors25mm
Notes: Single, Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Eyes of the Nine are Narvia, Turosh, K’charik, and a Blue Horror. Narvia and Turosh are each armed with a Cursed Blade, Sorcerous Bolt and Arcanite Shield. K’charik is armed with a Savage Greatblade and Vicious Beak. The Blue Horror is armed with Magical Flames and Taloned Hands.

K’CHARIK: Add 1 to K’charik’s Wounds characteristic.

Arcanite Shield: These ornate shields are imbued with potent wards.
Narvia and Turosh have a ward of 6+.

Split: If the Blue Horror is slain, it transforms into a pair of Brimstone Horrors.
If the Blue Horror in this unit is slain by a wound or mortal wound, instead of it being slain, you can remove that it play and then add 1 Brimstone Horrors model to this unit.

The Brimstone Horror model is armed with Magical Flames and Taloned Hands. Its Magical Flames have an Attacks characteristic of 1 instead of 2, and its Taloned Hands have an Attacks characteristic of 2 instead of 1.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, EYES OF THE NINE
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.
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024