Disciples of Tzeentch – Exalted Flamer of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer of Tzeentch
9"
4
5+
1
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. The fires conjured into being by an Exalted Flamer are even more pernicious than those of most Tzeentchian daemons. They do not simply burn out once sated; shapes and figures seem to flicker in their depths, and it is far from unknown for them to seemingly extinguish before suddenly bursting into being once more. This often comes as a terminal shock to enemies who had believed that they had passed through the inferno intact, only to be suddenly overcome and burnt to death by fire-spirits that were waiting for the moment they deemed most cruelly entertaining. Other fire-conjuring daemons are inexorably drawn to Exalted Flamers, revelling in the grand blazes that these aberrations can unleash. Arcane blazes rage far more intensely in their presence, seeming only to grow in strength the more desperately a foe tries to smother them.
DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer 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
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 75 × 42mm
Can be reinforced: No

Passive
CAPRICIOUS WYRDFLAME: The mutagenic fires expelled by Flamers are most drawn to those already ablaze with the potential for change.

Effect: Add 1 to wound rolls for this unit’s shooting attacks that target a BURNING enemy unit.

Once Per Turn (Army), Your Shooting Phase
TRANSMOGRIFYING BEACON: Wyrdflame shimmers and crackles around an Exalted Flamer, empowering those daemons who draw upon such energies.

Declare: Pick another friendly Exalted Flamer of Tzeentch or Flamers of Tzeentch unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, the target’s ranged weapons have Crit (2 Hits) for the rest of the turn.

KEYWORDS
INFANTRY, 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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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.
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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
© Vyacheslav Maltsev 2013-2024