Disciples of Tzeentch – Blue Horrors and Brimstone Horrors

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•DISCIPLES OF TZEENTCH WARSCROLL•
Blue Horrors and Brimstone Horrors
6"
1
6+
1
6+
Blue Horrors are grumbling daemons that despise existence and all who dwell within it, and they delight in burning it down. If they are destroyed, they transform into bounding Brimstone Horrors that continue to attack with mindless spite.
•DISCIPLES OF TZEENTCH WARSCROLL•
Blue Horrors and Brimstone Horrors
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Crit (Auto-wound)]
Arcane Flames
Crit (Auto-wound)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Spiteful Talons
Spiteful Talons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

This unit starts the battle with 10 Blue Horror models or, if it is a reinforced unit, 20 Blue Horror models.
Brimstone Horrors models can be added to this unit using the ‘Split Again’ ability.

End of Any Turn
SPLIT AGAIN: Should a Blue Horror meet its end at the hands of the enemy, it is capable of splitting itself into two lesser daemons.

Effect: Roll a dice for each Blue Horror model in this unit that is slain. For each 3+, if there are fewer Brimstone Horrors models in this unit than its starting size, you can add 1 Brimstone Horrors model to this unit.

Designer’s Note: Dice are only rolled for Blue Horror models that are currently slain – models that have been slain and returned to this unit do not count until they are slain once more. When adding Brimstone Horrors to this unit, do not count slain Brimstone Horrors towards the maximum.

Passive
IMMOLATION: Brimstone Horrors are ephemeral things, swiftly self-immolating in an eye-searing blaze after a few delightful moments causing lethal mischief.

Effect: Slain Brimstone Horrors cannot be returned to this unit. When setting up a replacement unit for this unit, Brimstone Horror models are ignored when determining the number of models in this unit, and you cannot pick them to be set up.

KEYWORDS
INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
Errata
Blue Horrors and Brimstone Horrors
Change the effect of ‘Split Again’ to:

‘Roll a dice for each Blue Horror model in this unit that is slain. For each 3+, if there are fewer Brimstone Horrors models in this unit than its starting size, you can add 1 Brimstone Horrors model to this unit.

Designer’s Note: Dice are only rolled for Blue Horror models that are currently slain – models that have been slain and returned to this unit do not count until they are slain once more. When adding Brimstone Horrors to this unit, do not count slain Brimstone Horrors towards the maximum.'
Blue Horrors and Brimstone Horrors
Add the following ability to the Blue Horrors and Brimstone Horrors warscroll:

Passive
IMMOLATION: Brimstone Horrors are ephemeral things, swiftly self-immolating in an eye-searing blaze after a few delightful moments causing lethal mischief.

Effect: Slain Brimstone Horrors cannot be returned to this unit. When setting up a replacement unit for this unit, Brimstone Horror models are ignored when determining the number of models in this unit, and you cannot pick them to be set up.

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Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'
© Vyacheslav Maltsev 2013-2026