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While the crude warlords of the mortal races measure their success by territory conquered, the Disciples of Tzeentch seek nothing less than to capsize reality itself. They are masters of the sorcerous rite and the devious plot. When at war, a barrage of magic reveals the awful truth – that their enemies were doomed before the first shot was fired.

This page contains all of the rules you need to field your Tzeentch miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Disciples of TzeentchBattletome21.0February 2020

Designers’ Commentary

Battletome: Disciples of Tzeentch

 Q: Can I use Fate Points to summon Kairos Fateweaver or an Exalted Greater Daemon of Tzeentch?
 A
No.
 Q: The Cult of the Transient Form ability ‘The Change-gift’ allows me to add Tzaangor models to my army when friendly Cult of the Transient Form Kairic Acolyte models are slain. Can I add Tzaangor Enlightened, Tzaangor Skyfires or Tzaangor Shamans with this ability?
 A
No.
 Q: If I use the Impossible to Anticipate command ability on a Hosts Duplicitous Horrors of Tzeentch unit that had a starting size of 10 Pink Horrors but consists of only Brimstone Horrors and/or Blue Horrors when it is destroyed, what unit do I set up if I roll 5+?
 A
Set up the unit identical to how it was when it was set up for the first time. For example, if the unit that was destroyed consisted solely of Pink Horrors the first time it was set up, you would set up a unit of the same number of Pink Horrors.
 Q: Pink Horrors and Kairic Acolytes units can cast spells if they have a specific number of models. However they cannot attempt to cast any spells other than the one on their warscroll. Is an endless spell considered to be a ‘spell’ for this purpose? If not, can they attempt to cast it?
 A
An endless spell is considered to be a spell for this purpose, and therefore they cannot attempt to cast it. The rules on an endless spell warscroll consist of the spell that is used to create the endless spell model, and the abilities that apply to that model once it is on the battlefield.
 Q: Can I use a single destiny dice to determine the result of 1 of the 2 dice used in a 2D6 roll, such as a charge or casting roll?
 A
No.
 Q: Several abilities allow TZEENTCH WIZARDS to cast spells they did not know at the start of the battle ‘if it is possible for them to do so’. Can you explain what this means?
 A
It is not possible to cast a spell if the spell requires the caster to have a keyword in order to attempt to cast it and the caster does not have that keyword on their warscroll, or it requires you to use a value on a damage table and that damage table is not on the caster’s warscroll. In addition, in a Pitched Battle, these abilities do not allow a WIZARD to attempt to cast an endless spell if you have not paid the points to use that endless spell model.
 Q: Some spell lores include a list of WIZARDS that you can choose or roll for to know one spell from the lore. For example, you can only choose TZEENTCH ARCANITE WIZARDS and TZEENTCH MORTAL WIZARDS to know one spell from the Lore of Fate. Can other WIZARDS attempt to cast these spells if they are able to learn them during a battle?
 A
Yes.
 Q: A Gaunt Summoner’s Book of Profane Secrets ability allows you to summon a unit of 10 Pink Horrors. Is this the same as a unit of Horrors of Tzeentch consisting of 10 Pink Horrors? Does the Horrors of Tzeentch warscroll replace the warscrolls for Pink, Blue and Brimstone Horrors with an earlier publication date?
 A
Yes to both questions.
 Q: If I spend 2 destiny dice to change the casting roll for a Lord of Change, does the Mastery of Magic ability change the result of the destiny dice that I used for the casting roll?
 A
No.

Allies

FACTIONALLIES
TzeentchBeasts of Chaos (excluding NURGLE units), Monsters of Chaos, Slaanesh, Slaves to Darkness (excluding units with mark of NURGLE)

Battle Traits

Masters of Destiny

To serve the Changer of the Ways is to instinctively understand the ebb and flow of future events and be able to manipulate their potential to the fullest.

After armies have been set up but before the first battle round begins, roll 9 dice and put them to one side. These are your Destiny Dice. Destiny Dice can be used during the battle to change the results of different dice rolls.

The number of Destiny Dice you have at any time must never exceed 9.

Designer’s Note: It is recommended that you represent your Destiny Dice using different-coloured and/or different-sized D6s to prevent confusion and easily keep track of their results in your games.


Instead of making one of the rolls from the list below for a friendly TZEENTCH unit, you can spend one or more of your Destiny Dice. The result of the roll you would have made is replaced with the value on the Destiny Dice you spent. For example, instead of rolling a dice to see how far a TZEENTCH unit would run in the movement phase, you could spend a Destiny Dice to determine the distance. If you spent a Destiny Dice with a value of 5, the unit would run 5".

Destiny Dice can be spent in place of the following dice rolls:

Casting rolls
Unbinding rolls
Dispelling rolls
Run rolls
Charge rolls
Hit rolls
Wound rolls
Save rolls
• Any roll that determines the Damage characteristic of a missile or melee weapon
Battleshock tests

Each Destiny Dice spent only allows you to replace a single dice roll. If you want to replace a 2D6 roll (such as a casting roll or charge roll), you must spend 2 Destiny Dice. In addition, any rolls that have been replaced count as unmodified rolls and cannot be re-rolled. They also cannot be modified, with the following two exceptions:

- If you spend a Destiny Dice to replace a save roll, the result of that Destiny Dice is modified by the Rend characteristic of the attack as normal.
- If you spend a Destiny Dice to replace a battleshock test, the result of that Destiny Dice is modified by the number of models slain from that unit as normal.

Designer’s Note: This means that for the purposes of Pink Horror Icon Bearers, a Destiny Dice of 1 used to replace a battleshock roll counts as an unmodified roll of 1.

Locus of Change

The miasma of instability that follows the minions of the Great Conspirator can send even the most focused warriors insane, the deceit of their own eyes rendering any martial skill useless.

Subtract 1 from hit rolls for attacks made with melee weapons that target friendly TZEENTCH DAEMON units that are wholly within 12" of a friendly TZEENTCH DAEMON HERO.

Change Covens

The legions at Tzeentch’s disposal are limitless. Daemons spill forth from the Crystal Labyrinth and appear as if from the aether to do the bidding of their master. Cults of Arcanites gather in secret and conspire to bring mighty cities to their knees. Where there is life, it is certain that Tzeentch will be at play, poring over the fine details and patterns of civilisations, ready to hatch a diabolical scheme and command his followers to carry out his ever-changing plans.

When you choose an Tzeentch army, you can give it a Change Coven keyword from the list below. All TZEENTCH units in your army gain that keyword, and you can use the extra abilities listed for that Change Coven on the page indicated.

ETERNAL CONFLAGRATION
HOSTS DUPLICITOUS
HOSTS ARCANUM
CULT OF THE TRANSIENT FORM
PYROFANE CULT
GUILD OF SUMMONERS

If a model already has a Change Coven keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army.

Summon Daemons of Tzeentch

The machinations of Tzeentch are unimaginably complex. To challenge the fractal plans of the Architect of Fate is to stand before the folding of reality and face strange daemons born from chaotic sorcery itself.

You can summon units of TZEENTCH DAEMONS to the battlefield if you collect enough Fate Points. Each time a casting roll (made by friend or foe) is successful and the spell is not unbound, you receive 1 Fate Point.

Once per turn, at the end of your movement phase, you can spend Fate Points to summon 1 unit from the list opposite to the battlefield and add it to your army.

Each unit you summon costs a number of Fate Points as shown on the list, and you can only summon a unit if you have enough Fate Points to do so.

Summoned units must be set up wholly within 12" of a friendly TZEENTCH HERO and more than 9" from any enemy units. Immediately after you have set up the summoned unit, subtract its cost from the total number of Fate Points you have.


Agendas of Anarchy

Should followers of Tzeentch adhere to the sacred number 9, whether through rituals or great feats in battle, the Master of Fate will bless his children with bounties that propel them to greater power.

At the start of your hero phase, you can say that your army intends to complete one of the following agendas before the start of your next hero phase. You must tell your opponent which agenda you intend to complete, and you cannot complete the same agenda more than once per battle.

If a friendly TZEENTCH unit completes one of the following agendas during a battle, that unit gains that agenda’s ability for the rest of the battle.

Friendly TZEENTCH units that complete more than one agenda must choose which ability they wish to keep; any other abilities gained through this battle trait are lost.

Mass Conjuration

Tzeentch acknowledges his cult’s devotion and grants them increased mastery of their spell lore.

Agenda: Pick 1 friendly TZEENTCH WIZARD. If that WIZARD successfully casts 2 spells and/or endless spells in that hero phase with an unmodified casting roll of 9+ and neither spell or endless spell is unbound, this agenda is completed.

Ability: Add 1 to casting rolls for the TZEENTCH WIZARD that completed this agenda.

Ninefold Dismantlement

Offerings to the Changer of Ways are always welcome, but slaying his enemies in sacred numbers is greatly rewarded.

Agenda: Pick 1 enemy unit on the battlefield that has 9 or more models. If that unit is destroyed before the end of that turn, this agenda is completed.

Ability: Add 1 to hit rolls for attacks made with melee weapons by the friendly TZEENTCH unit that destroyed that unit to complete this agenda.

Overthrow Leaders

By claiming the heads of enemy champions and mighty beasts, Tzeentch’s followers can earn enough favour to be blessed with the resilience to fight another day.

Agenda: Pick 1 enemy HERO or MONSTER on the battlefield with a Wounds characteristic of 9 or more. If that HERO or MONSTER is slain before the end of that turn, this agenda is completed.

Ability: Add 1 to save rolls for attacks that target the friendly TZEENTCH unit that destroyed that HERO or MONSTER to complete this agenda.

Reckless Abandon

Cabals eager to show their devotion to their god are given renewed vigour to unleash upon their enemies.

Agenda: At the start of your charge phase, pick 1 friendly TZEENTCH unit that is 9" or more from any enemy units. If that unit ends a charge move in that charge phase within ½" of an enemy model, this agenda is completed.

Ability: Add 1 to the Attacks characteristic of melee weapons used by the TZEENTCH unit that completed this agenda if that unit made a charge move in the same turn.

Tides of Anarchy

Expanding the domain of their master is of critical value to the Disciples of Tzeentch, and any who uproot his enemies are reinforced in order to hold his newly claimed land.

Agenda: If a friendly TZEENTCH unit that has 9 or more models gains control of an objective that was controlled by your opponent at the start of your hero phase, this agenda is completed (the friendly TZEENTCH unit must have 9 or more models when it gains control of the objective).

Ability: Each TZEENTCH model in the unit that completed this agenda counts as 2 models instead of 1 when determining control of that objective.

Command Traits

Tzeentch Arcanites

TZEENTCH ARCANITE HERO generals only.

D6COMMAND TRAIT
1

Arch-sorcerer

This disciple is driven by an obsession to obtain as much of Tzeentch’s wisdom as possible.

This general knows 2 extra spells from the Lore of Fate.

2

Nexus of Fate

This general manipulates what mortals consider ‘destiny’ as if it were a puppet.

At the start of your hero phase, if this general is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.

3

Magical Supremacy

This sorcerer drills their execution of the arcane as a warrior would their swordsmanship.

Add 12" to the range within which this general can attempt to unbind spells and dispel endless spells.

4

Boundless Mutation

The flow of change runs through this disciple, curing any ailment or injury through rapid shifts in their form.

At the start of your hero phase, if this general is on the battlefield, you can roll a dice. If you do so, on a 2+, you can heal D3 wounds allocated to this general.

5

Cult Demagogue

This cabalist’s resounding prayers draw the gaze of his master’s minions quicker than most.

If a casting roll for this general is a double, the casting attempt is automatically successful (regardless of the result). In addition, if the spell is not unbound, you receive 2 Fate Points instead of 1.

6

Arcane Sacrifice

Blood rituals are rare amongst Tzeentch’s Arcanites – but not unheard of.

At the start of your hero phase, you can inflict 1 mortal wound on a friendly TZEENTCH unit within 3" of this general. If you do so, until the end of that phase, add 9" to the range of any spell successfully cast by this general.


Tzeentch Mortals

TZEENTCH MORTAL HERO generals only.

D3COMMAND TRAIT
1

Nexus of Fate

This general manipulates what mortals consider ‘destiny’ as if it were a puppet.

At the start of your hero phase, if this general is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.

2

Soul Burn

The slightest contact with this champion’s blade can blight the very fabric of the victim’s body.

If the unmodified hit roll for an attack made with a melee weapon by this general is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

3

Illusionist

This warrior uses misdirection and cunning to render his enemies clueless.

Subtract 1 from hit rolls for attacks that target this general.


Tzeentch Daemons

TZEENTCH DAEMON HERO generals only.

D6COMMAND TRAIT
1

Arch-sorcerer

This disciple is driven by an obsession to obtain as much of Tzeentch’s wisdom as possible.

This general knows 2 extra spells from the Lore of Change.

2

Nexus of Fate

This general manipulates what mortals consider ‘destiny’ as if it were a puppet.

At the start of your hero phase, if this general is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.

3

Magical Supremacy

This sorcerer drills their execution of the arcane as a warrior would their swordsmanship.

Add 12" to the range within which this general can attempt to unbind spells and dispel endless spells.

4

Daemonspark

This crude object is fused with the daemon’s chest and acts as a beacon to which its master’s minions flock.

Once per battle, in your hero phase, you can say that this general will use their Daemonspark. If you do so, you immediately gain 3 Fate Points.

5

Incorporeal Form

This daemon can transform into a translucent state when malevolent sorcery draws near.

Each time this general is affected by a spell or endless spell, you can roll a dice. On a 5+, ignore the effects of that spell or endless spell on this general.

5

Aether-tether

This daemon phases in and out of the physical plane, making it almost impossible to attack.

Add 1 to save rolls for attacks that target this general.


Artefacts of Power

Fated Artefacts

TZEENTCH MORTAL HEROES only.

D6ARTEFACT OF POWER
1

Wicked Shard

Empowered by the bearer’s sorcerous might, this blade is anathema to life.

Pick 1 of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon.

2

Changeblade

To fall to this blade is to be transmuted into a writhing mass of flesh and tentacles.

Pick 1 of the bearer’s melee weapons. Each time an enemy HERO is slain by attacks made with that weapon, after all of the bearer’s attacks have been resolved and before removing the slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army. Set up the TZEENTCH CHAOS SPAWN within 1" of the slain HERO.

3

Nexus Staff

Those slain by this cursed stave have their soul-stuff torn from their bodies to fuel a terrible enchantment upon their former brothers in arms.

Once per battle, in your hero phase, you can pick 1 endless spell within 9" of the bearer. If you do so, that endless spell is dispelled.

4

Timeslip Pendant

Time is a mutable concept to the bearer of this amulet.

Once per battle, at the end of the combat phase, you can say that the bearer will enter a timeslip. If you do so, the bearer can fight for a second time.

5

Daemonheart

Through a dark ritual, the heart of a daemon dwells within the bearer’s chest, where its dread power can be unleashed to greatly augment the strength of its host.

Once per battle, at the start of the combat phase, before the players pick any units to fight, you can say the bearer will unleash the power of their Daemonheart. If you do so, pick 1 enemy unit within 1" of the bearer. That unit suffers 3 mortal wounds.

6

Paradoxical Shield

This shield flickers simultaneously between the physical and ethereal planes.

Add 2 to save rolls for attacks that target the bearer. However, you must re-roll any successful save rolls made for the bearer.


Treasures of the Cults

TZEENTCH ARCANITE HEROES only.

D3ARTEFACT OF POWER
1

Ambition’s End

Many a sorcerer’s quest to master the magical arts has ended upon this weapon’s blade, for it spills not only blood but knowledge itself.

Once per battle, at the start of your hero phase, you can pick 1 enemy WIZARD within 1" of the bearer. That WIZARD suffers D3 mortal wounds. In addition, that WIZARD cannot attempt to unbind any spells until your next hero phase.

2

Secret-eater

Should this weapon slay one touched by fate, its bearer inherits a measure of their destiny.

Pick 1 of the bearer’s weapons. If the unmodified hit roll for an attack made with that weapon is 6, you can roll a dice and add it to your Destiny Dice.

3

Spiteful Shield

This shield exemplifies Tzeentch’s predilection for cruel twists of fate.

If the unmodified save roll for an attack made with a melee weapon that targets the bearer is 6, the attacking unit suffers 2 mortal wounds after all of its attacks have been resolved.


Daemonic Weapons

TZEENTCH DAEMON HEROES only.

D6ARTEFACT OF POWER
1

Warpfire Blade

The flames that flicker around this daemon’s blade can ignite the soul of its victim.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.

2

Sentient Weapons

This daemon’s armaments seem to be guided by their own unerring will.

If the unmodified hit roll for an attack made with a melee weapon by the bearer is 6, and the target bears an artefact of power, the target no longer bears that artefact of power (if a weapon was picked when the artefact of power was selected, that weapon reverts to normal).

3

Blade of Fate

This daemon’s blade will serve its master well – if they can tame the vagaries of fate.

Pick 1 of the bearer’s melee weapons. Once per battle, if the unmodified hit roll for an attack made with that weapon is 6, you can replace one of your Destiny Dice with that roll.

4

Souleater

This evil blade grows stronger as it gluts itself upon souls of sufficient worth.

Pick 1 of the bearer’s melee weapons. If any enemy HEROES are slain by attacks made with that weapon, after all of the bearer’s attacks have been resolved, add 1 to that weapon’s Attacks characteristic for the rest of the battle.

5

Phantasmal Weapons

This daemon’s strikes can pass through armour to cleave the flesh beneath.

Improve the Rend characteristic of the bearer’s melee weapons by 1.

6

Pyrofyre Stave

This ornate staff is wreathed in flickering warpflame, and any touched by the aetheric fire channelled through it are purged of any arcane energy they hold.

Pick 1 of the bearer’s melee weapons. If any wounds inflicted by that weapon are allocated to an enemy WIZARD and that model is not slain, that WIZARD cannot unbind spells for the rest of the battle.


Daemonic Powers

TZEENTCH DAEMON HEROES only.

D3ARTEFACT OF POWER
1

Aura of Mutability

Even the slightest injury serves as an opportunity for bountiful change when in close proximity to this daemon.

Add 1 to wound rolls for attacks made by friendly TZEENTCH DAEMON units that are wholly within 9" of the bearer.

2

Wellspring of Arcane Might

This daemon is a living font of sorcerous energy, upon which his minions can draw to fuel their own spells.

You can re-roll casting and unbinding rolls for the bearer.

3

Aspect of Tzeentch

To know even a fraction of the Architect of Fate’s power is to know the boundless possibilities of destiny and how best to manipulate it.

If the bearer is on the battlefield, roll a dice each time you spend a Destiny Dice. On a 5+, you can roll a dice and add it to your Destiny Dice.


Spell Lores

You can choose or roll for one spell from one of the following tables for each TZEENTCH WIZARD HERO in a Tzeentch army.

Lore of Fate

TZEENTCH ARCANITE WIZARDS and TZEENTCH MORTAL WIZARDS only.

D6SPELL
1

Bolt of Tzeentch

This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Bolt of Tzeentch has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds. This spell cannot be cast more than once per turn, even though it appears in both the Lore of Fate and the Lore of Change.

2

Arcane Suggestion

Overwhelming reason with magical force of will, the sorcerer’s victims are reduced to little more than puppets on a string.

Arcane Suggestion has a casting value of 8. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and pick one of the following effects:

It’s Hopeless: That unit suffers D3 mortal wounds.

Drop Your Weapons: Subtract 1 from hit and wound rolls for attacks made by that unit until your next hero phase.

Kneel: Subtract 1 from save rolls for attacks that target that unit until your next hero phase.

3

Glimpse the Future

By focusing on the skeins of potential fates, the sorcerer can glean hints as to future events in time to manipulate them to their advantage.

Glimpse the Future has a casting value of 7. If successfully cast, you can roll a dice and add it to your Destiny Dice.

4

Shield of Fate

There is little better protection than to be guided by destiny itself, defended by the very hand of fate.

Shield of Fate has a casting value of 6. If successfully cast, pick 1 friendly TZEENTCH unit wholly within 18" of the caster and visible to them. Until the start of your next hero phase, that unit gains one of the following effects based on the number of your remaining Destiny Dice:

1-3You can re-roll save rolls of 1 for attacks that target that unit.
4-6You can re-roll save rolls for attacks that target that unit.
7-9You can roll a dice each time that unit is affected by a spell or endless spell. On a 4+, ignore the effects of that spell or endless spell on that unit. In addition, you can re-roll save rolls for attacks that target that unit.

5

Infusion Arcanum

The sorcerer’s body becomes saturated with death-dealing energies, transforming even the frailest warlock into a truly formidable adversary.

Infusion Arcanum has a casting value of 5. If successfully cast, add 1 to hit and wound rolls for attacks made by the caster until your next hero phase.

6

Treacherous Bond

By creating a psychoconductive link, the sorcerer can siphon the worst of any harm that befalls them to allies nearby.

Treacherous Bond has a casting value of 5. If successfully cast, pick 1 friendly TZEENTCH MORTAL unit wholly within 9" of the caster and visible to them. Until your next hero phase, roll a dice before you allocate any wounds or mortal wounds to the caster. On a 3+, you must allocate those wounds or mortal wounds to that friendly unit instead.


Lore of Change

TZEENTCH DAEMON WIZARDS only.

D6SPELL
1

Bolt of Tzeentch

This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Bolt of Tzeentch has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds. This spell cannot be cast more than once per turn, even though it appears in both the Lore of Change and the Lore of Fate.

2

Treason of Tzeentch

Tzeentch delights in sowing treachery and deceit, and many of his daemonic sorcerers can channel this aspect of their master’s power to set brother upon brother.

Treason of Tzeentch has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If any models from that unit are slain by this spell, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

3

Arcane Transformation

This daemon can call upon its master to grant the blessing of mutation.

Arcane Transformation has a casting value of 6. If successfully cast, pick 1 friendly TZEENTCH HERO wholly within 18" of the caster and visible to them. Until your next hero phase, you can either add 1 to that HERO’s Move and Bravery characteristics or add 1 to the Attacks characteristic of one of that HERO’S melee weapons.

4

Unchecked Mutation

Those touched by this mutagenic spell either evolve so fast that their bodies are torn apart or suffer spontaneous hyper-devolution into a mass of primordial ooze.

Unchecked Mutation has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. If any models from that unit are slain by this spell, you can roll a dice. On a 3+, that unit suffers an additional D3 mortal wounds and this spell ends.

5

Fold Reality

This spell holds the power to undo and remake existence at will, though doing so is never without its risks…

Fold Reality has a casting value of 7. If successfully cast, pick 1 friendly TZEENTCH DAEMON unit wholly within 18" of the caster and visible to them, and roll a dice. On a 1, that unit is destroyed. On a 2+, you can return a number of slain models equal to that roll to that unit. Set up the models one at a time within 1" of a model from that unit that has not been returned in that phase. The models can only be set up within 3" of an enemy unit if the friendly unit was within 3" of that enemy unit before any models were returned.

6

Tzeentch’s Firestorm

An apocalyptic inferno of raging warpflame surges from the daemon’s hands to engulf its victims in a fiery maelstrom.

Tzeentch’s Firestorm has a casting value of 9. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them, and roll 9 dice. For each 6, that unit suffers D3 mortal wounds.


Change Covens

These rules can be used by units in a Tzeentch army that have been given the appropriate keyword (see the Change Covens Battle Trait).

Cult of the Transient Form

The Cult of the Transient Form is known for its hosts of avian beastmen, warriors whose natural arrogance is justified by their skill at arms. Many of these were once men and women, for the acolytes of this cult want nothing more than to transform into Tzaangors and be closer to their god – even in the midst of a raging battle…

ABILITIES
The Change-gift: Acolytes from this cult fight to their last breath to prove themselves worthy of transcendence – and, just occasionally, earn that exact reward.
Roll a dice each time a friendly CULT OF THE TRANSIENT FORM KAIRIC ACOLYTE model is slain in the combat phase. On a 2-5, before removing that model from play, that model can fight. On a 6, before removing that model from play, you can add 1 TZAANGOR model to an existing TZAANGOR unit in your army. If you do so, set up that TZAANGOR model within 1" of a friendly TZAANGOR unit that is within 9" of the slain model. The model can only be set up within 3" of an enemy unit if the friendly TZAANGOR unit was within 3" of that enemy unit before any models were added.

COMMAND ABILITY
Fate of Transmutation: Champions of this cult manipulate the strands of destiny to propel their brothers into their revered form.
You can use this command ability in your hero phase. If you do so, pick 1 CULT OF THE TRANSIENT FORM KAIRIC ACOLYTE unit wholly within 12" of a friendly CULT OF THE TRANSIENT FORM HERO. Until your next hero phase, each time a KAIRIC ACOLYTE model from that unit is slain, add 1 to the dice roll made for that unit’s Change-gift ability.
COMMAND TRAIT
A CULT OF THE TRANSIENT FORM general must have this command trait instead of one listed in Command Traits section.

Defiant in their Pursuit: Nothing matters to this general and his cabal other than their transcendence.
Add 2 to the Bravery characteristic of friendly CULT OF THE TRANSIENT FORM units wholly within 12" of this general.

ARTEFACT OF POWER
The first CULT OF THE TRANSIENT FORM HERO to receive an artefact of power must be given the Chaotica Amulet.

Chaotica Amulet: Stolen from a rival sect, this amulet can give the bearer a second chance at ascension.
Add 1 to the bearer’s Wounds characteristic.

Guild of Summoners

Secretive and sly, the Guild of Summoners specialises in the conjuration of daemons – Lords of Change above all. Their goal is to bring into being no fewer than nine of Tzeentch’s greater daemons at once and, in doing so, achieve supremacy over reality. By the time they realise that they are the slaves and not the masters, it will be too late.

ABILITIES
Scions of the Exiled: In a supposedly ancient prophecy that led to the Guild’s creation, the summoners must bind nine Lords of Change in order to ascend to true enlightenment. In reality, this will see their doom.
If your army has the GUILD OF SUMMONERS keyword, your Fate Points can only be used to summon LORD OF CHANGE units. Instead of a Fate Point cost of 30, a GUILD OF SUMMONERS LORD OF CHANGE costs 9 Fate Points to summon the first time, 18 Fate Points the second time, and 30 Fate Points each time thereafter for the rest of the battle.

COMMAND ABILITY
Will of the Arcane Lords: The Guild believes their cause is blessed by Tzeentch and do not question the flow of arcane energy bestowed upon their champions.
You can use this command ability in your hero phase. If you do so, pick a friendly GUILD OF SUMMONERS WIZARD wholly within 9" of a friendly GUILD OF SUMMONERS HERO or wholly within 18" of a friendly GUILD OF SUMMONERS HERO that is a general. Add 1 to casting rolls for that WIZARD until the end of that phase. A unit cannot benefit from this command ability more than once per turn.
COMMAND TRAIT
A GUILD OF SUMMONERS general must have this command trait instead of one listed in Command Traits section.

Prophet of the Ostensible: This general blindly leads his guild through unrelenting devotion to Tzeentch.
If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

ARTEFACT OF POWER
The first GUILD OF SUMMONERS HERO to receive an artefact of power must be given the Brimstone Familiar.

Brimstone Familiar: A gift from one of the Exiled, this diminutive daemon inspires the brotherhood when uncertainty takes hold.
Do not take battleshock tests for friendly GUILD OF SUMMONERS units while they are wholly within 12" of the bearer.

Hosts Arcanum

The Hosts Arcanum are considered pre-eminent spellcasters in a realm of daemons formed of pure magic. Though they prefer to pore over forbidden knowledge, they are frighteningly powerful when roused to battle, the sheer potency of their spells attracting shoals of Screamers that dive down to lacerate and gnaw the foe.

ABILITIES
Thieves of All Things Arcane: Driven by an unquenchable thirst for knowledge, there is no sorcery the Hosts Arcanum do not seek to take for their own.
Once per turn, in the first, third and fifth battle rounds, when a friendly HOSTS ARCANUM WIZARD attempts to unbind a spell, the spell is automatically unbound (do not roll 2D6).

COMMAND ABILITY
Entourage of Sky-sharks: The numberless Screamers of the Hosts Arcanum include some of the most tenacious of Tzeentch’s legions.
You can use this command ability in your hero phase. If you do so, pick 1 friendly HOSTS ARCANUM SCREAMERS OF TZEENTCH unit wholly within 12" of a friendly HOSTS ARCANUM HERO. Until your next hero phase, add 1 to save rolls for attacks that target that unit. In addition, until your next hero phase, improve the Rend characteristic of that unit’s Lamprey Bite by 1. A unit cannot benefit from the effects of this ability more than once per turn.

COMMAND TRAIT
A HOSTS ARCANUM general must have this command trait instead of one listed in Command Traits section.

Spell Hunters: The flying beasts of this convocation set off to find their quarry long before a battle commences.
After armies have been set up but before the first battle round begins, D3 friendly HOSTS ARCANUM units that can fly can move up to 6".

ARTEFACT OF POWER
The first HOSTS ARCANUM HERO to receive an artefact of power must be given the Fanged Circlet.

The Fanged Circlet: Said to be made from the fangs of the feared Screamers of Idano, this circlet’s engraved teeth glow as it calls its kin to the battlefield.
Once per battle, at the start of your hero phase, you can add 1 unit of 6 SCREAMERS OF TZEENTCH to your army. Set up the unit wholly within 9" of the bearer and more than 9" away from any enemy units.

Hosts Duplicitous

The eaters of truth, the bringers of madness, the lords of confusion: all these names and more describe the Hosts Duplicitous. To fight them is to battle insanity – and, all too often, to discover that the battle has already been lost before the first blow is struck. Those who duel the masters of this host will find they strike only at thin air.

ABILITIES
Ranks of Mischievous Mirages: Warriors that face the Hosts Duplicitous in battle find themselves tangled in ranks of mere phantasms, rendering them exhausted and confused with little chance of escape.
Enemy units within 3" of a HOSTS DUPLICITOUS unit cannot retreat.

COMMAND ABILITY
Impossible to Anticipate: Some of the many illusions set upon the foe by the Hosts Duplicitous contain denser manifestations of Tzeentch’s power, summoning additional daemons should they be destroyed.
You can use this command ability once per battle, immediately after a friendly HOSTS DUPLICITOUS HORRORS OF TZEENTCH unit is destroyed. If you do so, roll a dice. On a 5+, a new unit identical to the one that was destroyed is added to your army. Set up the new unit wholly within 12" of a friendly HOSTS DUPLICITOUS HERO and more than 9" from any enemy units.

COMMAND TRAIT
A HOSTS DUPLICITOUS general must have this command trait instead of one listed in Command Traits section.

Will of the Phantom Lord: This general extends his connection with Tzeentch to his loyal sorcerers.
You can re-roll casting and unbinding rolls for friendly HOSTS DUPLICITOUS DAEMON WIZARDS while they are wholly within 9" of this general.

ARTEFACT OF POWER
The first HOSTS DUPLICITOUS HERO to receive an artefact of power must be given the Brand of the Split Daemon.

Brand of the Split Daemon: This twisting, two-headed mark represents the bearer’s mastery of deception, tricking enemies into attacking decoys of itself before striking from unprotected angles.
Add 1 to save rolls for attacks that target the bearer.

Pyrofane Cult

The sole agenda of the Pyrofane Cult is the utter immolation of the Mortal Realms. They wish to engulf Aqshy in warpfire, to melt Chamon, to burn away the mists of Shyish and to turn glorious Azyr to ash. The flames they send propagate fast, feeding on strife as true fire feeds on kindling. Some even walk as an inferno themselves.

ABILITIES
Arrows of Tzeentch: To the Pyrofane Cult, immolation is the path to glory. Each bolt cast in Tzeentch’s name falls upon the foe with burning devotion.
Add 1 to hit rolls for attacks made with Sorcerous Bolts by friendly PYROFANE CULT KAIRIC ACOLYTE units. In addition, at the end of your shooting phase, roll a dice for each enemy unit that suffered any wounds inflicted by attacks made with Sorcerous Bolts by friendly PYROFANE CULT units in that phase. On a 5+, that unit suffers D3 mortal wounds.

COMMAND ABILITY
Immolate: The champions of this cult exhort their brothers to unleash new volleys of searing bolts at the foe.
You can use this command ability in your shooting phase. If you do so, pick 1 friendly PYROFANE CULT KAIRIC ACOLYTE unit wholly within 12" of a friendly PYROFANE CULT HERO. You can re-roll wound rolls for attacks made by that unit until the end of that phase.

COMMAND TRAIT
A PYROFANE CULT general must have this command trait instead of one listed in Command Traits section.

Shrouded in Unnatural Flame: Such is the Pyrofane Cult’s adoration of fire that their champions walk upon the battlefield in constantly conjured cloaks of warpflame, dazzling enemies and inspiring the faithful.
Subtract 1 from hit rolls for attacks made with missile weapons that target this general.

ARTEFACT OF POWER
The first PYROFANE CULT HERO to receive an artefact of power must be given the Chainfire Amulet.

Chainfire Amulet: The ever-burning blaze within this treasure fuels the bearer’s conjurations of wyrdflame, transforming volleys of fiery bolts into raging wildfires.
If the unmodified hit roll for an attack made with a missile weapon by the bearer is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

The Eternal Conflagration

Those who see the flaming triskele of the Eternal Conflagration on the field of war have but one fate ahead of them – to be swathed in mutating warpflame. The disciples of this host revel in the awful changes such magical fire brings, cackling with glee as their enemies are mutated and twisted into horrific new forms even as they burn alive.

ABILITIES
Twisters of Materiality: The volatile nature of Eternal Conflagration warpflame cares not for reinforced bulwarks or master craftsmanship.
Improve the Rend characteristic of friendly ETERNAL CONFLAGRATION units’ Warpflame, Billowing Warpflame and Magical Flames missile weapons by 1.

COMMAND ABILITY
Infernos of Mutation: The dazzling flares of wyrdflame conjured by these daemons leave foes horrified by the grotesque changes they bring.
You can use this command ability in the shooting phase. If you do so, pick 1 friendly ETERNAL CONFLAGRATION DAEMON unit wholly within 12" of a friendly ETERNAL CONFLAGRATION DAEMON HERO. If the unmodified hit roll for any attack made by that unit’s Warpflame, Billowing Warpflame or Magical Flames missile weapons is 6, subtract 2 from the Bravery characteristic of the target unit until the end of that battle round. A unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
An ETERNAL CONFLAGRATION general must have this command trait instead of one listed in Command Traits section.

Coruscating Flames: As the Eternal Conflagration bound and cavort across the battlefield, their fires burn ever brighter, dazzling their foes.
Subtract 1 from hit rolls for attacks made with missile weapons that target friendly ETERNAL CONFLAGRATION DAEMON units wholly within 12" of this general.

ARTEFACT OF POWER
The first ETERNAL CONFLAGRATION HERO to receive an artefact of power must be given the Shroud of Warpflame.

Shroud of Warpflame: Cloaked in an unending veil of unnatural fire, the bearer can set alight any who manage to land a strike.
Roll a dice each time you allocate a wound or mortal wound inflicted by a melee weapon to the bearer. On a 3+, the attacking unit suffers 1 mortal wound.

Battleplans

Battleplan

The Concealed Cultist

The rite of summonation is nearly complete! Some amongst those desperate to stop it believe that should it reach its conclusion, nine Lords of Change will manifest in reality and doom the lands to eternal servitude. Others believe it will conjure Vitrix, the Glass Cockatrice, a godbeast tainted by Tzeentch that will drink the rivers and turn the earth barren. Still more say that the rite will set loose a living tide of Brimstone Horrors numbering in the millions and wreath the nation in living fire. Whatever the truth – and the Disciples of Tzeentch are not swift to share it – it is sure to be disastrous.

The rite is being led by a Cult Leader, a warrior mage of impressive cunning who has concealed themselves with mirage and illusion – the better to guide the ritual to completion. Should their whereabouts be uncovered and should they be wounded unto death, or at least to the point that they can continue the rite no more, there is a hope that the great spell can be stopped. But should the Witch Seeker be confounded, this land will soon belong only to the Changer of the Ways…

THE ARMIES
Each player picks an army as described in the core rules. One player is the Tzeentch player. Their opponent is the Witch Seeker. The Tzeentch player must use a Tzeentch army.

SET-UP
The players alternate setting up units one at a time, starting with the Tzeentch player. Units must be set up wholly within their own territory, more than 12" from enemy territory. The territories are shown on the map.

The general of the Tzeentch army must be the Cult Leader and must be set up as a reserve unit. The Cult Leader cannot be set up on the battlefield until their hiding place has been revealed (see Ritual Sites).

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

RITUAL SITES
The geomantic magic of the Mortal Realms concentrates in places of power and can be exploited by a gifted mage.
There are 4 points on the battlefield marked as ritual sites. At the start of the Witch Seeker’s hero phase, 1 friendly HERO within 3" of a ritual site can search it to see if they can find the concealed Cult Leader.

To do so, roll a dice. On a 6, that ritual site is revealed to be the hiding place of the Cult Leader and all other ritual sites must be removed from the battlefield. Otherwise, the Cult Leader is not found and that ritual site must be removed from the battlefield.

If, at any point, 3 ritual sites have been searched and the Cult Leader has not been found, the last remaining ritual site is revealed to be the Cult Leader’s hiding place.

If, at the start of the fifth battle round, the hiding place of the Cult Leader has still not been revealed, the players roll off (before any endless spells are moved). Starting with the player who won the roll-off, the players alternate removing ritual sites from the battlefield, one at a time, until one remains. The remaining ritual site is revealed to be the Cult Leader’s hiding place.

Once the hiding place of the Cult Leader has been revealed, the model must be set up within 9" of the ritual site. 2 units of 10 HORRORS OF TZEENTCH are then immediately added to the Tzeentch player’s army. These units must be set up wholly within 18" of the Cult Leader and more than 9" away from any enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If the Cult Leader has not been slain when the battle ends, the Tzeentch player wins a major victory.

If the Cult Leader is slain before the end of the fifth battle round, the Witch Seeker wins a major victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.


Arcanite Hero Followers & Retinue Followers Rewards Table

D3REWARD
1

Nexus of Fate

These followers manipulate what mortals consider ‘destiny’ as if it were a puppet.

At the start of your hero phase, if this unit is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.

2

Soul Burn

The slightest contact with these warriors’ blades can blight the very fabric of the victim’s body.

If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

3

Thieves of All Things Arcane

Driven by a unquenchable thirst for knowledge, there is no sorcery these followers do not seek to take for their own.

This unit can attempt to unbind 1 spell in the enemy hero phase. In addition, in the first, third and fifth battle rounds, when this unit attempts to unbind a spell, the spell is automatically unbound (do not roll 2D6).


Daemon Hero Followers & Retinue Followers Rewards Table

D3REWARD
1

Nexus of Fate

These followers manipulate what mortals consider ‘destiny’ as if it were a puppet.

At the start of your hero phase, if this unit is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.

2

Storm of Daemonic Fire

So great is the roiling tide of warpfire surrounding these followers that to merely stand in their presence is to risk being set alight.

At the end of the charge phase, roll a dice for each enemy unit within 9" of this unit. On a 6, that unit suffers D3 mortal wounds.

3

Incorporeal Form

These followers can transform into a translucent state when malevolent sorcery draws near.

Each time this unit is affected by a spell or endless spell, you can roll a dice. On a 5+, ignore the effects of that spell or endless spell on this unit.


Daemon Champion Rewards Table

D3REWARD
1

Phantasmal Weapons

This champion’s strikes can pass through armour to cleave the flesh beneath.

Improve the Rend characteristic of this champion’s melee weapons by 1.

2

Warpfire Blade

The flames that flicker around this champion’s blade can ignite the soul of its victim.

Pick 1 of this champion’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.

3

Aura of Mutability

Even the slightest injury serves as an opportunity for bountiful change when in close proximity to this champion.

Add 1 to wound rolls for attacks made by friendly TZEENTCH DAEMON units that are wholly within 9" of this champion.


Arcanite Champion Rewards Table

D3REWARD
1

Spiteful Shield

This shield exemplifies Tzeentch’s predilection for cruel twists of fate.

If the unmodified save roll for an attack that targets this champion is 6, the attacking unit suffers 2 mortal wounds after all of its attacks have been resolved.

2

Secret-eater

Should this weapon slay one touched by fate, its bearer inherits a measure of their destiny.

Pick 1 of this champion’s weapons. If the unmodified hit roll for an attack made with that weapon is 6, you can roll a dice and add it to your Destiny Dice.

3

Timeslip Pendant

Time is a mutable concept to the bearer of this amulet.

Once per battle, at the end of the combat phase, you can say that this champion will enter a timeslip. If you do so, this champion can fight for a second time.

Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The TZEENTCH, ARCANITE and WIZARD keywords are used in following Tzeentch warscrolls:

Leader

The TZEENTCH, MORTAL and WIZARD keywords are used in following Tzeentch warscrolls:

Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The TZEENTCH, DAEMON and HERO keywords are used in following Tzeentch warscrolls:

Leader
Leader, Behemoth

The TZEENTCH, ARCANITE and HERO keywords are used in following Tzeentch warscrolls:

Leader
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The TZEENTCH, MORTAL and HERO keywords are used in following Tzeentch warscrolls:

Leader

The TZEENTCH and CHAOS SPAWN keywords are used in following Tzeentch warscrolls:

None
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The TZEENTCH and MORTAL keywords are used in following Tzeentch warscrolls:

None
Battleline
Leader

The CULT OF THE TRANSIENT FORM and KAIRIC ACOLYTES keywords are used in following Tzeentch warscrolls:

Battleline

The TZAANGORS keyword is used in following Tzeentch warscrolls:

Battleline
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.

The LORD OF CHANGE keyword is used in following Tzeentch warscrolls:

Leader, Behemoth

The GUILD OF SUMMONERS and LORD OF CHANGE keywords are used in following Tzeentch warscrolls:

Leader, Behemoth

The HOSTS ARCANUM, SCREAMERS and TZEENTCH keywords are used in following Tzeentch warscrolls:

None
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The SCREAMERS and TZEENTCH keywords are used in following Tzeentch warscrolls:

None

The HOSTS DUPLICITOUS and HORRORS OF TZEENTCH keywords are used in following Tzeentch warscrolls:

None

The PYROFANE CULT and KAIRIC ACOLYTES keywords are used in following Tzeentch warscrolls:

Battleline
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.

The HORRORS OF TZEENTCH keyword is used in following Tzeentch warscrolls:

None
© Vyacheslav Maltsev 2013-2020