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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Wyrdflame] | ||||||||
Wyrdflame Blast Anti-INFANTRY (+1 Rend), Wyrdflame | 16" | 4 | 3+ | 4+ | - | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Flaming Maws and Blue Horrors’ Jabs | ||||||||
Flaming Maws and Blue Horrors’ Jabs | 6 | 4+ | 3+ | - | 1 | |||
Screamers’ Lamprey Bites [Anti-MONSTER (+1 Rend), Companion] | ||||||||
Screamers’ Lamprey Bites Anti-MONSTER (+1 Rend), Companion | 6 | 4+ | 3+ | 1 | 1 |
Your Movement Phase |
KEYWORDS | WAR MACHINE, FLY, WARD (6+) |
CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
Passive |
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The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
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! | ||
The FLY keyword is used in the following Disciples of Tzeentch warscrolls:
The WARD keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The WAR MACHINE keyword is used in the following Disciples of Tzeentch warscrolls: