Disciples of Tzeentch – Kairic Acolytes

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6"
1
5+
5
WARSCROLL

Kairic Acolytes

Kairic Acolytes are the chosen human cultists of Tzeentch. Harnessing their collective magical might, the Chanters of Change unleash it in the form of searing bolts. Enemies that do not fall before this arcane fusillade must face their curved blades.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerous Bolt
Sorcerous Bolt18"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Glaive
Cursed Glaive1"14+3+-12
Cursed Blade
Cursed Blade1"14+3+-1
Pair of Cursed Blades
Pair of Cursed Blades1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 32mm

Each model in a Kairic Acolytes unit is armed with Sorcerous Bolts and 1 of the following weapon options: Cursed Blade and Arcanite Shield; or Pair of Cursed Blades. 3 in every 10 models in this unit can replace their weapon option with a Cursed Glaive and Arcanite Shield.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Witchfyre Coven

WIZARD: The unit is a WIZARD while this unit has 9 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It only knows the Gestalt Sorcery spell and cannot attempt to cast any other spells. Any number of KAIRIC ACOLYTES units can attempt to cast Gestalt Sorcery in the same hero phase.

CHAMPION: 1 model in this unit can be a Kairic Adept. Add 1 to the Attacks characteristic of that model’s melee weapons.

SCROLL OF DARK ARTS: 1 in every 10 models in this unit can carry a Scroll of Dark Arts. Add 1 to casting and unbinding rolls for this unit while it has any Scrolls of Dark Arts.

VULCHARC: 1 in every 10 models in this unit can be accompanied by a Vulcharc. If an enemy WIZARD successfully casts a spell within 18" of a friendly unit that includes any Vulcharcs, roll a dice. On a 4+, that WIZARD suffers 1 mortal wound after the effect of that spell has been resolved.

Arcanite Shields: These ornate shields are imbued with potent wards.
A model that has an Arcanite Shield has a ward of 6+.

Gestalt Sorcery: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.
Gestalt Sorcery is a spell that has a casting value of 6 and a range of 9". If successfully cast, pick 1 friendly KAIRIC ACOLYTES unit wholly within range of the caster. Until your next hero phase, improve the Rend characteristic of that unit’s Sorcerous Bolts by 1.

KEYWORDS
CHAOS, MORTAL, DISCIPLES OF TZEENTCH, TZEENTCH, ARCANITE, KAIRIC ACOLYTES
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

Leader, Behemoth
Leader
Battleline
Behemoth
© Vyacheslav Maltsev 2013-2024