Disciples of Tzeentch – Scourge of Ghyran Kairic Acolytes

This warscroll does not meet the selection criteria (see Settings tab).
DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Kairic Acolytes
5"
1
5+
1
Kairic Acolytes are the Change God’s most numerous mortal servants, and thousands of them exist secretly in cities such as Hammerhal Ghyra and Greywater Fastness. Though only human, they use arcane craft to swell their muscles and ignite their blades with sorcerous flames. Such rituals turn them into fearsome killers, and they leap into battle screaming praise to Tzeentch.
DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Kairic Acolytes
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Blades and Glaives
Cursed Blades and Glaives24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
EMPOWERED BY MAGIC: Kairic Acolytes absorb power from roving arcane manifestations to strengthen their own bodies.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons while this unit is wholly within 12" of any MANIFESTATIONS (friendly or enemy).

Once Per Turn (Army), Your Shooting Phase
VULCHARC: Some Kairic Acolytes train to see through the eyes of Vulcharcs, Tzeentch-touched avians that feed upon magic. These birds are often dispatched by their handlers to spy out a foe’s weaknesses, secrets that are duly shared with their fellow cultists to give them the advantage once battle is joined.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: For the rest of the turn, add 1 to the Rend characteristic of melee weapons used by friendly Kairic Acolytes units for attacks that target that enemy unit.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
© Vyacheslav Maltsev 2013-2025