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
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. On a 3+, you can add 1 Brimstone Horrors model to this unit.

Designer’s Note: You cannot have more than 10 Blue Horror models and 10 Brimstone Horrors models in a non-reinforced unit. You cannot have more than 20 Blue Horror models and 20 Brimstone Horrors models in a reinforced unit.

Models that have been slain and returned to this unit do not count as being slain for the purposes of this ability.

KEYWORDS
INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
Army List
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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
© Vyacheslav Maltsev 2013-2026