Disciples of Tzeentch – Burning Sigil of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil of Tzeentch
-
6
5+
7+
Burning Sigils are loci of transmogrification. Formed from the energies of Tzeentch’s labyrinth, they take the form of the god’s flowing flame-sigil, dripping with burning ectoplasm and subjecting all in their vicinity to uncontrollable mutation. In the presence of a Burning Sigil, eyes turn into claws and tongues split into manifold lashing probosces. Legs transform into gangly, boneless arms and bodies turn inside-out, organs pulsating ghoulishly in the wind. So potent is the aura of change that these Sigils exude that magic itself goes awry in their proximity, devolving into a primordial sludge for the Disciples of Tzeentch to better craft with. Within the hidden sanctums of the Arcanite cults, lesser Burning Sigils are used as a form of defence. Only those with Tzeentch’s fickle favour can endure their mutating presence; outsiders are liable to be reduced to gibbering lumps of flesh before they can speak of what they have discovered. In battle, Burning Sigils are often conjured atop nexuses of geomantic power, inundating these natural magical nodes with Tzeentch’s touch. Those who would claim the nearby lands must brave the Sigil’s presence and attempt to banish it – before their own flesh betrays them and comes undone.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil of Tzeentch
Any Hero Phase
RADIANT TRANSMOGRIFICATION: The Burning Sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.

Declare: This MANIFESTATION must use this ability in each hero phase. Pick each unit (friendly and enemy) within 9" of this MANIFESTATION to be the targets.

Effect: Roll 2 dice, pick either result, then apply the corresponding effect for the rest of the turn:

1: No effect.
2‐3: Add 2" to the Move characteristic of friendly DISCIPLES OF TZEENTCH targets and subtract 2" from the Move characteristic of enemy targets.
4: Add 1 to hit rolls for friendly DISCIPLES OF TZEENTCH targets and subtract 1 from hit rolls for enemy targets.
5: Add 1 to wound rolls for friendly DISCIPLES OF TZEENTCH targets and subtract 1 from wound rolls for enemy targets.
6: Add 1 to the Attacks characteristic of melee weapons used by friendly DISCIPLES OF TZEENTCH targets and inflict D3 mortal damage on each enemy target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH
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.

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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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

Endless Spell

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

Endless Spell
© Vyacheslav Maltsev 2013-2024