Disciples of Tzeentch – Scourge of Ghyran Ogroid Thaumaturge

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DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Ogroid Thaumaturge
6"
8
5+
2
An Ogroid Thaumaturge is a hulking brute whose size and terrible strength belies a masterful grasp of sorcery. Amongst the Arcanite Cults of the Jade Kingdoms, they are worshipped as living idols – a status they are all too willing to exploit. Their eldritch wards draw upon the souls of nearby cultists, immolating the weak whilst protecting the ogroid from harm.
DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran 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)
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.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
SOUL-DEEP DEVOTION: Thaumaturges surround themselves with staunchly faithful cultists who are willing to sacrifice their souls in the defence of their sorcerous idol.

Effect: While this unit is within a friendly non-HERO ARCANITE unit’s combat range:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO ARCANITE unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
WRATH OF THE THAUMATURGE: With a sweep of its staff, the Thaumaturge steps into a rift to the Crystal Labyrinth, only to re-emerge in the midst of foes who have had the temerity to assault its devotees.

Declare: If this unit is not in combat, pick a friendly ARCANITE unit in combat to be the target.

Effect: Remove this unit from the battlefield and set it up again within 1" of the target and in combat. This unit has charged.
KEYWORDSCORE, CHARGE

KEYWORDS
HERO, WIZARD (1), INFANTRY
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.

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.

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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.
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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The non-HERO ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2025