Disciples of Tzeentch – Pink Horrors

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DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
6"
2
6+
1
Horrors are the bizarre lesser daemons of Tzeentch. They twirl and caper as they cross the field, warbling nonsense rhymes and shooting wyrdflame from unnaturally elongated fingers. These fires of mutation freeze and twist, elongate and temporally displace, turn flesh to glass and turn bone to porous sponge. Horrors find cruel mirth in wielding these arcane projectiles against Tzeentch’s enemies, observing the unpredictable results with fascination. Though they are nonsensical beings, there is a crazed logic to the hierarchy of the Horrors. The largest are the Pink Horrors, the most jovial and arcanely talented of their infernal breed. Should a Pink Horror receive a telling wound, they will gasp dramatically before coming apart in a burst of ectoplasm. In its place are two smaller daemons known as Blue Horrors. These are more bitter and sullen but can unleash barrages of magic regardless. When a Blue Horror is slain, blazing imps known as Brimstone Horrors spring up. These diminutive daemons are the most vindictive breed of Horror. Lacking in higher thought and prone to burning themselves out rapidly, they swarm towards enemies with cackles of malice, intent on setting alight cloth and flesh.
DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Wyrdflame]
Arcane Flames
Wyrdflame
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Taloned Hands
Taloned Hands14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 32mm
Can be reinforced: Yes

Passive
LUNATIC DEMISE: Should a Pink Horror be slain, it is capable of bursting into two smaller daemons or else detonating in a blast of wyrdflame.

Effect: Each time a model in this unit is slain, before removing the model from play, pick 1 of the following effects:

Split: Pick a friendly Blue Horrors and Brimstone Horrors unit within 12" of this unit. Return up to 2 slain Blue Horrors models to that unit.

Petty Vengeance: Pick an enemy unit in combat with this unit to be the target and roll a dice. On a 4+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
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 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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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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
© Vyacheslav Maltsev 2013-2024