Disciples of Tzeentch – Tzaangor Skyfires
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16"
4
4+
6
WARSCROLL

Tzaangor Skyfires

Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their target’s most vulnerable weak spots with confounding accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arrow of Fate
Arrow of Fate24"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow Stave
Bow Stave1"25+5+-1
Vicious Beak
Vicious Beak1"14+3+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 190
Battlefield Role: None
Base size: 40mm

Each model in a Tzaangor Sky fires unit is armed with an Arrow of Fate, Bow Stave and Vicious Beak.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Skyshoal Coven
 • Tzaangor Coven

FLY: This unit can fly.

MOUNT: This unit’s Discs of Tzeentch are each armed with Teeth and Horns.

CHAMPION: The leader of this unit is an Aviarch. Add 1 to the Attacks characteristic of that model’s Arrow of Fate.

Guided by the Future: The attacks of these warriors are directed by glimpses of the future.
Ignore negative modifiers to hit rolls or wound rolls for attacks made with missile weapons by this unit, and ignore positive modifiers to save rolls for attacks made with missile weapons by this unit.

Judgement from Afar: To be struck by an Arrow of Fate is to be judged by destiny itself.
If the unmodified hit roll for an attack made with an Arrow of Fate is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, TZAANGOR SKYFIRES
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.
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.

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

Leader
Battleline
None
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.
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).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
© Vyacheslav Maltsev 2013-2023