Disciples of Tzeentch – Pyrofane Fusiliers

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DISCIPLES OF TZEENTCH WARSCROLL
Pyrofane Fusiliers
5"
1
4+
1
Many of the God-King’s hard-fighting Fusiliers fall victim to the lure of the Pyrofane Cult, developing a grim obsession with blazing fingerbite powder and the thunderous flash of a well-aimed volley. Tutored by Pyrofane agents, these traitorous soldiers carve infernal runes into their ammunition that cause each round to explode in a deadly flame-burst upon impact.
DISCIPLES OF TZEENTCH WARSCROLL
Pyrofane Fusiliers
RANGED WEAPONS
RngAtkHitWndRndDmg
Fusil-cannon: Mobile [Shoot in Combat, Wyrdflame]
Fusil-cannon: Mobile
Shoot in Combat, Wyrdflame
12"14+4+11
Fusil-cannon: Fortified Position [Wyrdflame]
Fusil-cannon: Fortified Position
Wyrdflame
18"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Bayonet
Bayonet14+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 28.5mm
Can be reinforced: Yes

Passive
FUSILIERS, FIRE!: When in position, Fusiliers unleash devastating volleys of fire into the enemy lines.

Effect: Each time this unit uses a SHOOT ability, if it is in a fortified position, it can pick either of the ranged weapon profiles for all the attacks it makes with its Fusil-cannons. If it is not in a fortified position, use the Mobile weapon characteristics.

Passive
BLACKPOWDER SQUIRE: When ammunition runs low, Blackpowder Squires bring fresh supplies to the line.

Effect: This unit has a Blackpowder Squire token. Each time this unit uses a SHOOT ability, if this unit’s Blackpowder Squire is on the battlefield, you can re-roll 1 hit roll. If a hit roll re-rolled in this manner is 1, remove this unit’s Blackpowder Squire from the battlefield.

Your Movement Phase
FORTIFY POSITION: Heavy pavises are slammed into the dirt, forming a wall of oak and iron as strong as a fortification.

Effect: This unit establishes a fortified position and remains in a fortified position until it either uses a MOVE ability or is removed from the battlefield. While this unit is in a fortified position, subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
KEYWORDSCORE

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
CHAOS, DISCIPLES OF TZEENTCH, PYROFANE, ARCANITE, HUMAN
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.

Army List
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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).
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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:

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.

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

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

© Vyacheslav Maltsev 2013-2025