Disciples of Tzeentch – Ogroid Thaumaturge

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DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
6"
8
5+
2
6+
Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of devastating magic into the enemy ranks, absorbing the eldritch aura of those spellcasters or divine champions that it kills.
DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
RANGED WEAPONS
RngAtkHitWndRndDmg
Thaumaturge Staff [Shoot in Combat]
Thaumaturge Staff
Shoot in Combat
12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns and Cloven Hooves [Charge (+1 Damage)]
Great Horns and Cloven Hooves
Charge (+1 Damage)
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Reaction: Opponent declared a SPELL ability for a unit within 30" of this unit
THAUMATURGE HUNGER: The ogroid senses the coalescence of arcane motes and charges forth in search of this brewing power.

Effect: This unit can move 6". It can move into combat and must end that move closer to the caster. If this unit was in combat at the start of the move, it must end that move in combat.
KEYWORDSMOVE

End of Any Turn
ARCANE ABSORPTION: Ogroid Thaumaturges feast upon the eldritch power of those they slay.

Effect: If any damage points were allocated to an enemy WIZARD or PRIEST by this unit’s attacks this turn and that enemy unit has been destroyed:
  • Heal (7) this unit.
  • Add 1 to this unit’s power level for the rest of the battle.

This unit can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
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.
Army List
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21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
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.

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.
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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
© Vyacheslav Maltsev 2013-2026