Disciples of Tzeentch – Curseling, Eye of Tzeentch

This warscroll does not meet the selection criteria (see Settings tab).
DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
5"
6
3+
2
Curselings are grotesque bipartite entities who bartered their very being for eldritch truths. Should a pact be struck, a strange lump appears on their form, growing more pronounced over nights of disorienting pain. From pallid skin grows a ruff of scintillating feathers and an eyeless head, thin limbs twitching and gesticulating. This homunculus-creature is a Tretchlet, a lesser daemon-form that allows a measure of Tzeentch’s will to possess its host. In return for a mortal anchor to bind it to the realms, they provide the Curseling the intuition to discern truth from falsehood. Those who would slay this peculiar double creature at close quarters find themselves thwarted by the strong sword arm of the host, a formidable warrior in their own right. Curselings are thieves of the arcane, loathed by those gifted in spellcraft. Yet their existence is a fraught one. Tretchlets are conniving entities, forever scheming to seize control of their host. Should the Curseling not remain on guard, they may find themselves trapped within their own mind, forced to watch as the Tretchlet puppets them onwards.
DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Arcane Energy [Wyrdflame]
Hurled Arcane Energy
Wyrdflame
18"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tzeentch and Blazing Sword
Staff of Tzeentch and Blazing Sword54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Passive
DISRUPTER OF THE ARCANE: A Curseling can reach into a spell and undo the magical forces that keep it whole.

Effect: Each time this unit unbinds a spell, roll a dice. On a 4+, subtract 1 from the power level of the enemy WIZARD that used that SPELL ability, to a minimum of 0, until the start of your next turn.

Your Hero Phase
5
INFUSION ARCANUM: The sorcerer’s body becomes saturated with death-dealing energies, transforming even the frailest warlock into a truly formidable adversary.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the Rend and Damage characteristics of this unit’s Staff of Tzeentch and Blazing Sword.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
© Vyacheslav Maltsev 2013-2024