Disciples of Tzeentch – Tzaangor Skyfires

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DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
14"
4
4+
1
Skyfires are bestial agents of Tzeentch, charged with ensuring that his intricate schemes continue without impediment. It is their gift to glimpse potential futures and their curse that they can never speak of them. In contrast to their trilling kin, Skyfires are utterly silent, their eyes blazing with tortured frustration at their inability to voice their half-glimpsed potentials. Those who observe a Skyfire may find themselves perplexed, for the creature appears to shoot their arrows on seemingly aimless trajectories. Yet with unsettling inevitably, their targets find themselves in the projectile’s path, losing their footing or becoming distracted at a critical moment. All this has been foreseen by the Skyfire; they have accounted for as many possible futures as their fractured mind can handle, removing impediments to their arrows striking. Skyfires excel as assassins, pursuing those who would hinder Tzeentch’s designs. The Discs of Tzeentch they ride upon help them to keep pace with their prey. Attempting to wield a bow while riding one of these swift daemon-forms would normally be a futile endeavour, but the Skyfires’ foresight allows them to maintain a degree of accuracy and keep one step ahead of those marked for death.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
RANGED WEAPONS
RngAtkHitWndRndDmg
Arrow of Fate
Arrow of Fate18"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Bow Stave and Vicious Beak
Bow Stave and Vicious Beak14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 40mm
Can be reinforced: Yes

Passive
GUIDED BY THE FUTURE: The attacks of these warriors are directed by glimpses of the future.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s shooting attacks.

Your Shooting Phase
JUDGEMENT FROM AFAR: To be struck by an Arrow of Fate is to be judged by destiny itself.

Declare: Pick an enemy unit that had any damage points allocated to it by this unit’s attacks this phase to be the target.

Effect: Add 1 to hit rolls for combat attacks made by friendly WARFLOCK units that target that enemy unit for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK, DISC OF TZEENTCH
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 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.
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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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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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).
© Vyacheslav Maltsev 2013-2024