Disciples of Tzeentch – Ogroid Thaumaturge

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DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
6"
8
5+
2
The ogroids are an exceedingly ancient race. Though they once fought in Gorkamorka’s hordes, they sought a more refined existence. These ideals of structure drove a wedge between them and their barbarous brethren, until at last their capital of High Progrexia was sacked by a greenskin horde. Enraged, the survivors fell into the embrace of Chaos, selling their souls for vengeance. Thaumaturges are the inheritors of the ogroids’ more esoteric traditions, and in their pursuit of magical lore, they have embraced service to Tzeentch. Though brutish, horned and bestial creatures, they are undeniably beings of the arcane, their flesh constantly writhing with eldritch energies. A Thaumaturge’s sorcerous ability is channelled through the head of their totemic staff – a tool hand-crafted by the ogroid themselves – and released in storms of multi-hued wyrdflame. Thaumaturges are certainly cunning, as many Magisters who seek to manipulate them learn to their cost, but their battle-rage is never far from the surface. When pain strikes, Thaumaturges fly into a frenzy, discarding the subtle arts of magic in their need to crush and tear. Such brute strength is of great value to the Arcanite cults, who flatter the ogroids into spearheading their most aggressive uprisings.
DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
RANGED WEAPONS
RngAtkHitWndRndDmg
Thaumaturge Staff
Thaumaturge Staff12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns and Cloven Hooves [Charge (+1 Damage)]
Great Horns and Cloven Hooves
Charge (+1 Damage)
34+2+12
Thaumaturge Staff
Thaumaturge Staff24+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Passive
THAUMATURGE RAGE: When wounded, the ogroid’s rage gives rise to bursts of renewed energy.

Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks while it is damaged.

Once Per Turn (Army), End of Any Turn
BURNING FURY: As an Ogroid Thaumaturge rages and roars, the multihued flames of Tzeentch erupt from their totemic stave to ravage the enemy.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s combat attacks to be the target.

Effect: The target has the BURNING keyword.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
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.

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2024