Disciples of Tzeentch – Burning Chariot of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
12"
6
5+
2
In rare instances, a Flamer will prove capable of independent thought. Likely this is in accordance with some whim of Tzeentch’s, though the Change God’s designs elude even his most favoured subjects. These daemons are known as Exalted Flamers. They are the champions of their kind, exuding sorcery from every pore of their sponge-like flesh. Though they possess greater intellect than their lesser kin, Exalted Flamers are still utterly mad, too consumed by pyromania to care for following orders. Other daemons must simply trust that these entities’ fiery urges will serve Tzeentch’s schemes in time. Even so, there are occasions in which an Exalted Flamer must be conveyed to a specific point or have its already destructive capabilities heightened. In these instances, a chariot will be prepared, formed of sorcery and bound daemons. In the wake of a Burning Chariot follows the very fires of change – fires that are stoked by the presence of the Exalted Flamer. While typically content to kill at range, Exalted Flamers also take a giddy glee in directing their carriage into a dive, swooping across enemy formations and leaving behind a wreckage of charred, twisted flesh.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Wyrdflame]
Wyrdflame Blast
Anti-INFANTRY (+1 Rend), Wyrdflame
16"43+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws and Blue Horrors’ Jabs
Flaming Maws and Blue Horrors’ Jabs64+3+-1
Screamers’ Lamprey Bites [Anti-MONSTER (+1 Rend), Companion]
Screamers’ Lamprey Bites
Anti-MONSTER (+1 Rend), Companion
64+3+11
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No

Your Movement Phase
WAKE OF FIRE: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice. On a 3+, the target has the BURNING keyword.

KEYWORDS
WAR MACHINE, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
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.

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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

© Vyacheslav Maltsev 2013-2024