M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Lord of Change | 8 | 9 | 10 | 7 | 7 | 7 | 10 | 6 | 10 |
Daemon Prince | 6 | 7 | 7 | 6 | 5 | 4 | 8 | 5 | 10 |
Pink Horror Champ | 4 | 6 | 6 | 5 | 3 | 1 | 7 | 3 | 10 |
Pink Horror | 4 | 5 | 5 | 4 | 3 | 1 | 6 | 2 | 10 |
Blue Horror | 4 | 3 | 3 | 3 | 3 | 1 | 7 | 1 | 10 |
Flamers of Tzeentch | 9 | 3 | 5 | 5 | 4 | 2 | 4 | 2 | 10 |
Discs of Tzeentch | 12 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 10 |
All daemons have a 4+ save that is negated by magic weapons
The Lord of Change and the Daemon Prince both cause Terror
Lord of Change, Daemon Princes, and Discs of Tzeentch all fly
Horrors of Tzeentch have no daemonic saves because of reasons told below
When Pink Horrors sustain a wound, instead of dieing, they split into two Blue Horrors. Take the wounded model out of the unit and then place two Blue Horrors in the back of the unit
Flamers, Horrors, and Discs of Tzeentch all cause Fear
If a unit of Horrors has a musician in the unit then it carries the Drum of Change. The Drum of Change allows the unit to store one more Winds of Magic Card, so it can store up to two
A unit of Horrors are able to use Tzeentch magic. A unit of 1-5 can have 1 spell, 6-10 can have 2 spells, 11-15 can have 3 spells, and 16 and up can have 4 spells. This ability makes the unit a wizard, therefore it can retain Winds of Magic Cards
Daemon Princes of Tzeentch are able to modify any one dice roll per battle by +1/-1
Flamers of Tzeentch can shoot Magical Flames 6" in the shooting phase. There is no deduction for long range, and each model hit sustains D6 Strength 3 hits
Beacause of their mushroom bodies, Flamers bound over terrain. They can cross any obstacle without penalty
Flamers also use their flames in Close Combat where they do D3 wound per hit