Disciples of Tzeentch – Tzaangor Skyfires

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SPEARHEAD WARSCROLL
Tzaangor Skyfires
14"
4
4+
1
Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their target’s most vulnerable weak spots with confounding accuracy.
SPEARHEAD WARSCROLL
Tzaangor Skyfires
RANGED WEAPONS
RngAtkHitWndRndDmg
Arrow of Fate
Arrow of Fate18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Bow Stave and Vicious Beak
Bow Stave and Vicious Beak14+3+-1
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Your Shooting Phase
DESTINED QUARRY: Skyfires often select a target to utterly obliterate and erase from the tapestry of fate.

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

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

KEYWORDS
CAVALRY, FLY
Army List
Warscrolls collated

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
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).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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 2013-2026