9" 2 5+ 1 6+ Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. No natural flames, these conjurations twist and warp the victim’s flesh, unable to be quenched by either water or magical means as they eat through everything they touch. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warping Flames [Anti-INFANTRY (+1 Rend), Shoot in Combat] | ||||||||
| Warping Flames Anti-INFANTRY (+1 Rend), Shoot in Combat | 12" | 3 | 2+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Flaming Maws | ||||||||
| Flaming Maws | 3 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Any Shooting Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
| ||
The INFANTRY keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
The CHAMPION keyword is used in the following Disciples of Tzeentch warscrolls:
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
Passive |
| 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! | ||
The FLY keyword is used in the following Disciples of Tzeentch warscrolls:
The WARD keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls: