Disciples of Tzeentch – Ogroid Thaumaturge

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6"
8
4+
8
WARSCROLL

Ogroid Thaumaturge

Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of fiery energy into the enemy ranks, before stampeding into their midst to pummel the survivors to bloody ruin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Horns
Great Horns1"23+3+-23
Thaumaturge Staff
Thaumaturge Staff2"33+3+-1D3
Cloven Hooves
Cloven Hooves1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single

An Ogroid Thaumaturge is armed with Great Horns, a Thaumaturge Staff and Cloven Hooves.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Berserk Rage: When wounded, the Ogroid finds bursts of renewed energy from its rage.
Add 1 hit rolls and wound rolls for attacks made with melee weapons by this unit if any wounds or mortal wounds were allocated to this unit earlier in the phase.

Choking Tendrils: The caster unleashes coils of arcane energy that strangle the life from their victims.
Choking Tendrils is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. For each model that is slain by a mortal wound caused by this spell, you can heal 1 wound allocated to the caster.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, OGROID, TZEENTCH, ARCANITE, HERO, WIZARD, OGROID THAUMATURGE
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2024