Disciples of Tzeentch – Chaos Spawn of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
2D6"
5
5+
1
Anyone who walks the Path to Glory risks becoming a grotesque Chaos Spawn. Distorted by a critical mass of mutative ‘gifts’, hardly anything of their former self is recognisable – perhaps only the twisted vestiges of what was once their face, mouth distended in a permanent scream of horror. In some cases, only the mind remains terribly aware, trapped in its prison of roiling flesh. Spawn are possessed of a monstrous strength, able to rip flesh and tear limbs from bodies with each of their multi-jointed appendages or grasping pseudopods. They fight erratically, as likely to slither and slump as to thrash and maim. Whichever instinct seizes them, they cause bloody carnage with no thought for their own self-preservation – almost as if they wish to be put out of their misery. Arcanites often keep packs of gibbering Spawn within their hidden sanctums, ready to unleash against any who trespass in the cult’s abode. These abominations were created through Tzeentch’s fell blessings, and his magic now sustains them. They instinctively flock to the most gifted sorcerers, bathing in the esoteric energies conjured by their spellcraft and forming a wall of thrashing flesh to bar any who would harm the Great Conspirator’s chosen.
DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 60
Base size: 50mm
Can be reinforced: No

Deployment Phase
A TWISTED FATE: For some, their destiny is to become a mewling abomination – they just do not know it yet.

Effect: Set up this unit in reserve as a potential fate. It has now been deployed.

Designer’s Note: If deployed using this ability, this unit can only be set up on the battlefield using the ‘Transformed to Spawn’ spell.
KEYWORDSDEPLOY

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
WAVES OF MUTATION: There is no limit to Tzeentch’s appetite for change.

Effect: Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times.

KEYWORDS
BEAST
CHAOS, DISCIPLES OF TZEENTCH
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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’).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
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).
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.

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.

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

Your Hero Phase
7
TRANSFORMED TO SPAWN: Tzeentch is known as the Changer of the Ways; to be in the presence of his minions risks being mutated into a Chaos Spawn.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If any models are slain by this ability, pick a friendly Chaos Spawn of Tzeentch unit that is in reserve as a potential fate or that has been destroyed.

If you picked a unit in reserve as a potential fate, set it up on the battlefield in combat with the target. If you picked a unit that has been destroyed, set up an identical replacement unit on the battlefield in combat with the target.
KEYWORDSSPELL
© Vyacheslav Maltsev 2013-2024