Disciples of Tzeentch – Kairic Acolytes

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DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
5"
1
5+
1
The majority of the Arcanite cults are mortal folk. They lurk within the societies of Order, working to bring them down from within. Kairic Acolytes hide in plain sight for years, waiting for the command to rise up in open insurrection. On the day of battle, they throw off their civilian guises to reveal imposing physiques. Rather than being honed through honest toil, this power is only borrowed, temporarily conjured through enchantments. The Acolytes find no shame in this. With a mere incantation, they can briefly acquire a physique that a warrior might take decades to achieve – what better way to prove the superiority of magic? Freed to unleash their potential, Kairic Acolytes seize the opportunity by conjuring torrents of pink and blue bolts to bombard their foes. Avian helms hide their features, whilst ornate blades and flame-shaped shields are wielded in close quarters. Some carry scraps of arcane lore or avian Vulcharc familiars, the better to aid the cultists as they perform dark rituals around sites of power, channelling natural magic into Chaotic energy. Yet though every Acolyte may believe themselves favoured, they are ultimately pawns, each to be expended as their masters see fit.
DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
RANGED WEAPONS
RngAtkHitWndRndDmg
Sorcerous Bolt [Wyrdflame]
Sorcerous Bolt
Wyrdflame
18"14+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Blade
Cursed Blade24+4+-1
Cursed Glaive
Cursed Glaive14+3+12
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with a Cursed Blade and Sorcerous Bolt.
  • 3/10 models can replace their Cursed Blade with a Cursed Glaive.
  • 1/10 models armed with a Cursed Blade can be accompanied by a Vulcharc.
  • 1/10 models armed with a Cursed Blade can carry a Scroll of Dark Arts.
  • The champion cannot be accompanied by a Vulcharc or carry a Scroll of Dark Arts.

Passive
VULCHARC: Especially talented Kairic Acolytes are gifted with magic-eating Vulcharcs that act as familiars.

Effect: While this unit includes any models accompanied by Vulcharcs, subtract 1 from casting rolls for enemy WIZARDS within 12" of this unit.

Your Shooting Phase
GESTALT SORCERY: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.

Effect: If this unit includes any models carrying a Scroll of Dark Arts, roll a dice. Add 1 to the roll for each other friendly Kairic Acolytes unit within this unit’s combat range. On a 5+, add 1 to the Rend characteristic of this unit’s Sorcerous Bolts for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
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

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.
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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