Disciples of Tzeentch – Flamers of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
9"
2
5+
1
Flamers may well be the most physically bizarre of Tzeentch’s daemonic underlings. Tentacles writhe and twitch across their tubular bodies, and their long arms end in webbed digits that are wreathed in auras of wyrdflame. Across their roiling flesh sprout grimacing, mocking faces and gnashing mouths that constantly squeal in a dreadful cacophony. Flamers do not possess legs; instead, they have a strange skirt of frilled flesh that undulates and inflates, drawing in both hot air and motes of aether before expelling them to propel the daemons forwards with ungainly haste. So eldritch are the Flamers that they possess little active malice, but this makes them no less dangerous. A Flamer’s arms can be swung with bone-cracking force, but worse are the streams of warping flame they exude. Any being, be they mortal or immortal, caught in these clouds of raw Chaos energy is doomed to be wracked by the energies of change. All manner of horrific mutations overcome them, their form twisting and twisting again as the Flamers continue their inane gibbering. There are even accounts of some unfortunates travelling backwards in time or collapsing into a swarm of homunculus-esque doppelgängers that screech in pain before burning to a crisp.
DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Flames [Anti-INFANTRY (+1 Rend), Wyrdflame]
Warping Flames
Anti-INFANTRY (+1 Rend), Wyrdflame
12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 120
Base size: 32mm
Can be reinforced: Yes

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.

KEYWORDS
INFANTRY, CHAMPION, 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 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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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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.
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