TzeentchWarscrolls

None


14"
6
5+
10
WARSCROLL

Burning Chariots of Tzeentch

Drawn through the skies by a pair of Screamers, a Burning Chariot rides upon a wave of multicoloured flames that scorches all in its wake, while the Exalted Flamer that writhes and twists upon its back breathes out sheets of unnatural, billowing fire.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Billowing Warpflame
Billowing Warpflame18"64+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw2"45+3+-1
Blue Horrors’ Jabs
Blue Horrors’ Jabs1"35+5+-1
Lamprey Bite
Lamprey Bite1"64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 150
Battlefield Role: None
Notes: Battleline if general is a FATESKIMMER

DESCRIPTION

A unit of Burning Chariots of Tzeentch has any number of models, each armed with Billowing Warpflame, Flaming Maws and Blue Horror’s Jabs.

MOUNT: This unit’s Screamers of Tzeentch attack with their Lamprey Bites.

FLY: This unit can fly.

ABILITIES

Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to hit rolls for attacks made by this unit if the target unit has 10 or more models. Add 2 to hit rolls instead of 1 if the target unit has 20 or more models.

Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this unit’s Lamprey Bite to D3.

Touched by Fire: When forced to meet an enemy in hand-to-hand combat, Flamers rely on their blazing forms to repel their foe.
Roll a dice each time you allocate a wound or mortal wound to this unit that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound.

Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are flooded with waves of unnatural fire.
After this unit has made a normal move, you can pick 1 enemy unit that has any models passed across by any models from this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, FLAMER, EXALTED FLAMERS, HORROR, TZEENTCH, BURNING CHARIOTS


9"
4
5+
10
WARSCROLL

Exalted Flamers of Tzeentch

An Exalted Flamer can project gouts of multicoloured flame, turning entire enemy units into piles of blackened bones. The shifting warpflames seem to have a mind of their own, forming hideous faces and ominous sigils with their tongues of fire.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Billowing Warpflame
Billowing Warpflame18"64+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw2"45+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 6      Points: 100
Battlefield Role: None

DESCRIPTION

A unit of Exalted Flamers of Tzeentch has any number of models, each armed with Billowing Warpflame and Flaming Maws.

FLY: This unit can fly.

ABILITIES

Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to hit rolls for attacks made by this unit if the target unit has 10 or more models. Add 2 to hit rolls instead of 1 if the target unit has 20 or more models.

Touched by Fire: When forced to meet an enemy in hand-to-hand combat, Flamers rely on their blazing forms to repel their foe.
Roll a dice each time you allocate a wound or mortal wound to this unit that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DAEMON, FLAMER, TZEENTCH, EXALTED FLAMERS


9"
2
5+
10
WARSCROLL

Flamers of Tzeentch

Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. Yet the Changer of the Ways is fickle, and fires that have burnt out may once more leap to life, guiding even more flames to the target.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpflame
Warpflame18"34+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Maw
Flaming Maw1"25+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 120
Battlefield Role: None
Notes: Battleline in ETERNAL CONFLAGRATION army

DESCRIPTION

A unit of Flamers of Tzeentch has any number of models, each armed with Warpflame and Flaming Maws.

PYROCASTER: 1 model in this unit can be a Pyrocaster. Add 1 to the Attacks characteristic of that model’s missile weapon.

FLY: This unit can fly.

ABILITIES

Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to hit rolls for attacks made by this unit if the target unit has 10 or more models. Add 2 to hit rolls instead of 1 if the target unit has 20 or more models.

Touched by Fire: When forced to meet an enemy in hand-to-hand combat, Flamers rely on their blazing forms to repel their foe.
Roll a dice each time you allocate a wound or mortal wound to this unit that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound.

Guided by Billowing Flames: If their Exalted kin are nearby, Flamers can follow their blazing trails to increase the intensity of their fires.
Add 1 to hit rolls for attacks made with this unit’s Warpflame while it is wholly within 9" of any friendly EXALTED FLAMERS.

KEYWORDS
CHAOS, DAEMON, FLAMER, TZEENTCH, FLAMERS OF TZEENTCH


5"
1
6+
10
WARSCROLL

Horrors of Tzeentch

Gibbering with lunatic energy, the luminescent Pink Horrors whirl and flail, generating raw magic that can manifest as blasts of unnatural fire that scour the enemy. Should they be slain, Horrors split in twain to form two lesser incarnations.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"5+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Taloned Hands
Taloned Hands1"5+4+-1
HORROR TABLE
Horror ColourMagical FlamesTaloned Hands
Pink31
Blue21
Brimstone12
PITCHED BATTLE PROFILE

Unit Size: 10 - 20      Points: 200
Battlefield Role: None
Notes: Battleline if this unit contains no Blue Horrors or Brimstone Horrors.

If this unit contains no Pink Horrors, change the points cost to 100.

If the unit contains no Pink Horrors and no Blue Horrors, change the points cost to 60.

DESCRIPTION

A unit of Horrors of Tzeentch has any number of models, each armed with Magical Flames and Taloned Hands.

PINK HORRORS: Any number of models in this unit can be Pink Horrors.

BLUE HORRORS: Any number of models in this unit can be Blue Horrors.

BRIMSTONE HORRORS: Any number of models in this unit can be Brimstone Horrors.

IRIDESCENT HORROR: 1 Pink Horror model in this unit can be an Iridescent Horror. Add 1 to the Attacks characteristic of that model’s melee weapon.

ICON BEARER: 1 in every 10 Pink Horror models in this unit can be a Pink Horror Icon Bearer. If the unmodified roll for a battleshock test for this unit while it includes any Pink Horror Icon Bearers is 1, you can return D6 slain HORRORS OF TZEENTCH models to this unit, and no models from this unit will flee in that battleshock phase. Set up the HORRORS OF TZEENTCH models one at a time within 1" of a model from this unit that has not been returned in that phase. The models can only be set up within 3" of an enemy unit if this unit was within 3" of that enemy unit before any models were returned.

HORNBLOWER: 1 in every 10 Pink Horror models in this unit can be a Pink Horror Hornblower. If the unmodified roll for a battleshock test for an enemy unit that is within 6" of this unit while this unit includes any Pink Horror Hornblowers is 1, that battleshock test must be re-rolled.

ABILITIES

Ectoplasmic Elasticity: The physicality of a Pink Horror can withstand enemy attacks, allowing it to reform its shape instantly.
Roll a dice each time you allocate a wound or mortal wound to a Pink Horror from this unit. On a 6, that wound or mortal wound is negated.

Flickering Flames: Combining their magical might, Horrors consume their enemies in maelstroms of arcane fire.
Add 1 to hit rolls for attacks made with this unit’s Magical Flames while this unit has 20 or more models.

Split and Split Again: Should a Horror meet its end at the hands of the enemy, it is capable of splitting itself into lesser daemons and renewing its assault twice over.
When you allocate wounds or mortal wounds to this unit, you must allocate them to a Pink Horror model if it is possible to do so.

Each time an Iridescent Horror or Pink Horror model from a friendly unit with this ability is slain, you can add 2 Blue Horror models to that unit after removing the slain model. Each time a Blue Horror model from a friendly unit with this ability is slain, you can add 1 Brimstone Horrors model to that unit after removing the slain model.

Set up the additional models one at a time within 1" of the position that the slain model had occupied. The additional models can only be set up within 3" of an enemy unit if the position that the slain model had occupied or any other models from the slain model’s unit are within 3" of that enemy unit. If you cannot set up the additional models in this way, they are removed from play (they do not count as being slain).

Locus of Conjuration: Tzeentch bolsters his Horrors by channelling eldritch energies through nearby champions.
Add 1 to casting rolls for this unit while it is wholly within 12" of any friendly TZEENTCH DAEMON HEROES.

Petty Vengeance: Some Horrors take petty vengeance on those who harm them by exploding in a blast of flame.
If a Pink Horror model from this unit is slain and you do not use its Split and Split Again ability to add any models to this unit, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.

MAGIC

This unit is a WIZARD while it has 9 or more Pink Horrors. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Channelled Pink Fire spell. It cannot attempt to cast any spells other than Channelled Pink Fire, but any number of HORRORS OF TZEENTCH units that have 9 or more Pink Horrors can attempt to cast Channelled Pink Fire in the same hero phase.

Channelled Pink Fire: As the Horrors chant verses in the Dark Tongue in unison, their pink forms illuminate, charging their magical essence.
Channelled Pink Fire has a casting value of 6. If successfully cast, pick 1 friendly HORRORS OF TZEENTCH unit wholly within 6" of the caster and visible to them. Add 1 to hit rolls for attacks made by that unit until the start of your next hero phase. A unit cannot benefit from this spell more than once per phase.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HORRORS OF TZEENTCH


16"
3
5+
10
WARSCROLL

Screamers of Tzeentch

Speeding blurs that leave shimmering trails of change-magic in the air, Screamers streak across the skies with a wailing cry. They slash any foes they pass with razorsharp horns and fins before darting down to savage their chosen quarry.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lamprey Bite
Lamprey Bite1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 80
Battlefield Role: None
Notes: Battleline in HOSTS ARCANUM army

DESCRIPTION

A unit of Screamers of Tzeentch has any number of models, each attacking with a Lamprey Bite.

FLY: This unit can fly.

ABILITIES

Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this unit’s Lamprey Bite to D3.

Slashing Fins: The pack mentality of Screamers makes them an especially effective unit on the battlefield. They swoop in formation and slash at their foes, performing fly-by attacks and effortless manoeuvres.
After this unit has made a normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that unit. For each 5+, that unit suffers 1 mortal wound. If that enemy unit is a WIZARD, for each 5+, inflict D3 mortal wounds instead of 1.

KEYWORDS
CHAOS, DAEMON, TZEENTCH, SCREAMERS


6"
3
5+
6
WARSCROLL

Tzaangor Enlightened

Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully caw out the past mistakes of their enemies, unnerving them before moving in to capitalise with each blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Spear
Tzeentchian Spear2"34+3+-12
Vicious Beak
Vicious Beak1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 100
Battlefield Role: None

DESCRIPTION

A unit of Tzaangor Enlightened has any number of models, each armed with a Tzeentchian Spear and Vicious Beak.

AVIARCH: The leader of this unit is an Aviarch. Add 1 to the Attacks characteristic of an Aviarch’s Tzeentchian Spear.

ABILITIES

Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
If an enemy unit fails a battleshock test within 9" of any friendly TZAANGOR ENLIGHTENED units, add 1 to the number of models that flee.

Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
In the combat phase, you can re-roll hit and wound rolls for attacks made by this unit if any enemy units within 3" of this unit have already fought in that phase.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGOR ENLIGHTENED


16"
4
5+
6
WARSCROLL

Tzaangor Enlightened on Discs of Tzeentch

Tzaangor Enlightened wield ornate spears of a quality beyond the weaponry of their lesser kin. Able to perceive the strands of the past, the Enlightened reveal the hidden secrets of their foes, discovering their weaknesses before moving in to strike.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Spear
Tzeentchian Spear2"34+3+-12
Vicious Beak
Vicious Beak1"14+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Tzaangor Enlightened has any number of models, each armed with a Tzeentchian Spear and Vicious Beak.

MOUNT: This unit’s Discs of Tzeentch attack with their Teeth and Horns.

AVIARCH: The leader of this unit is an Aviarch. Add 1 to the Attacks characteristic of an Aviarch’s Tzeentchian Spear.

FLY: This unit can fly.

ABILITIES

Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
If an enemy unit fails a battleshock test within 9" of any friendly TZAANGOR ENLIGHTENED units, add 1 to the number of models that flee.

Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
In the combat phase, you can re-roll hit and wound rolls for attacks made by this unit if any enemy units within 3" of this unit have already fought in that phase.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGOR ENLIGHTENED


16"
4
5+
6
WARSCROLL

Tzaangor Skyfires

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 targets’ most vulnerable weak spots with confounding accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arrow of Fate
Arrow of Fate24"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow Stave
Bow Stave1"25+5+-1
Vicious Beak
Vicious Beak1"14+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Tzaangor Skyfires has any number of models, each armed with an Arrow of Fate, Bow Stave and Vicious Beak.

MOUNT: This unit’s Discs of Tzeentch attack with their Teeth and Horns.

AVIARCH: The leader of this unit is an Aviarch. Add 1 to hit rolls for attacks made with an Aviarch’s Arrow of Fate.

FLY: This unit can fly.

ABILITIES

Guided by the Future: These warriors’ attacks are directed by glimpses of the future.
In the combat phase, you can re-roll hit and wound rolls for attacks made by this unit if no enemy units within 3" of this unit have already fought in that phase.

Judgement from Afar: To be struck by an Arrow of Fate is to be judged by destiny itself.
If the unmodified hit roll for an attack made with an Arrow of Fate is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGOR SKYFIRES


2D6"
5
5+
10
WARSCROLL

Tzeentch Chaos Spawn

Tzeentch Chaos Spawn are, if anything, even more horrifically mutated than others of their kind. Altered at the whim of the Great Mutator, they tear their prey limb from limb with their freakish array of claws, tentacles and hooked appendages.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations1"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 6      Points: 50
Battlefield Role: None

DESCRIPTION

A unit of Tzeentch Chaos Spawn has any number of models, each armed with Freakish Mutations.

ABILITIES

Writhing Tentacles: The body of a Chaos Spawn is ever in flux, making them wildly unpredictable adversaries.
If you roll a double when determining the number of attacks made by Freakish Mutations, add 1 to hit and wound rolls for attacks made by the attacking model until the end of the phase.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, SLAVES TO DARKNESS, CHAOS SPAWN


Battleline


6"
1
5+
5
WARSCROLL

Kairic Acolytes

Kairic Acolytes are the chosen human cultists of Tzeentch. Harnessing their collective magical might, the Chanters of Change unleash it in the form of searing bolts. Enemies that do not fall before this arcane fusillade must face their curved blades.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerous Bolt
Sorcerous Bolt18"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Glaive
Cursed Glaive1"14+3+-12
Cursed Blade(s)
Cursed Blade(s)1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 100
Battlefield Role: Battleline

DESCRIPTION

A unit of Kairic Acolytes has any number of models. The unit is armed with Sorcerous Bolts and one of the following weapon options: Cursed Blade and Arcanite Shield; or a pair of Cursed Blades.

3 in every 10 models in this unit can replace their weapon option with a Cursed Glaive and Arcanite Shield.

KAIRIC ADEPT: 1 model in this unit can be a Kairic Adept. Add 1 to the Attacks characteristic of that model’s melee weapons.

SCROLL OF DARK ARTS: 1 in every 10 models in this unit can carry a Scroll of Dark Arts. A unit that includes any Scrolls of Dark Arts can add 1 to casting and unbinding rolls.

VULCHARC: 1 in every 10 models in this unit can be accompanied by a Vulcharc. If an enemy WIZARD successfully casts a spell within 18" of a friendly unit that includes any Vulcharcs, roll a dice. On a 4+, that WIZARD suffers 1 mortal wound after the effects of that spell have been resolved.

ABILITIES

Arcanite Shields: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated. When you allocate wounds or mortal wounds to this unit, you must allocate them to a model armed with an Arcanite Shield if it is possible to do so.

Paired Cursed Blades: Those who wield twin cursed blades can strong-arm enemy weapons aside for a cleaner strike.
You can re-roll hit rolls for attacks made with a pair of Cursed Blades.

MAGIC

This unit is a WIZARD while it has 9 or more models. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Gestalt Sorcery spell. It cannot attempt to cast any spells other than Gestalt Sorcery, but any number of KAIRIC ACOLYTES units can attempt to cast Gestalt Sorcery in the same hero phase.

Gestalt Sorcery: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.
Gestalt Sorcery has a casting value of 6. If successfully cast, pick 1 friendly KAIRIC ACOLYTES unit wholly within 9" of the caster. Until your next hero phase, improve the Rend characteristic of that unit’s Sorcerous Bolt attack by 1. A unit cannot benefit from this spell more than once per turn.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, KAIRIC ACOLYTES


6"
2
5+
5
WARSCROLL

Tzaangors

Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade1"14+4+-12
Savage Blade(s)
Savage Blade(s)1"24+4+-1
Vicious Beak
Vicious Beak1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 180
Battlefield Role: Battleline

DESCRIPTION

A unit of Tzaangors has any number of models. The unit is armed with a Vicious Beak and one of the following weapon options: Savage Blade and Arcanite Shield; or a pair of Savage Blades. 2 in every 5 models can replace their weapon option with a Savage Greatblade.

TWISTBRAY: 1 model in this unit can be a Twistbray. Add 1 to hit rolls for attacks made with that model’s melee weapons.

TZAANGOR MUTANT: 1 in every 5 models in this unit can be a Tzaangor Mutant armed with a pair of Savage Blades and a Vicious Beak. Add 1 to the Attacks characteristic of that model’s pair of Savage Blades.

ICON BEARER: 1 in every 10 models in this unit can be an Icon Bearer. A unit that includes any Icon Bearers can use the Ornate Totems ability.

BRAYHORN: 1 in every 10 models in this unit can have a Brayhorn. A unit that includes any Brayhorns can run and still charge later in the same turn.

ABILITIES

Destined Mayhem: Nearby leaders and champions of the Arcanites inspire Tzaangors to deliver killing blows to the enemy.
Add 1 to wound rolls for attacks made with melee weapons by this unit while this unit is wholly within 12" of any friendly ARCANITE HEROES.

Arcanite Shield: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated. When you allocate wounds or mortal wounds to this unit, you must allocate them to a model armed with an Arcanite Shield if it is possible to do so.

Paired Savage Blades: Tzaangors armed with two savage blades have a better chance of landing a blow on the enemy.
Add 1 to hit rolls for attacks made with a pair of Savage Blades.

Savagery Unleashed: Favoured by their god, these warriors unleash a flurry of attacks upon their foes.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it has 9 or more models.

Ornate Totems: The icons carried by the Tzaangors can steal magical power from nearby wizards and use it to blast the enemy.
While this unit has 1 or more Icon Bearers, at the start of your hero phase, you can pick 1 enemy unit within 18" of this unit that is visible to it. Roll 1 dice for each WIZARD that is within 9" of this unit. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGORS


Leader


5"
5
5+
10
WARSCROLL

Changecaster, Herald of Tzeentch

Wielding the pink changefire of its patron, a Herald of Tzeentch is a luminescent servant of the Changer of the Ways. Any that attempt to thwart its anarchic cause will soon feel the wrath of living flames or the mutating blows of its Staff of Change.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Changecaster, Herald of Tzeentch, is a single model armed with Magical Flames and one of the following weapon options: Staff of Change and Arcane Tome; or Ritual Dagger and Arcane Tome.

ABILITIES

Fortune and Fate: The sacred number nine blesses any follower practising the arcane.
If this model successfully casts a spell with a casting roll of 9+, this model can attempt to cast 1 extra spell in that phase.

Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, when this model attempts to cast or unbind a spell, you can roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the casting or unbinding roll.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Pink Fire of Tzeentch spells.

Pink Fire of Tzeentch: The Changecaster conjures a tide of writhing warpflame that engulfs the foe.
Pink Fire of Tzeentch has a casting value of 9. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, CHANGECASTER


5"
5
4+
7
WARSCROLL

Curseling, Eye of Tzeentch

Blessed with a Tretchlet – a daemon homunculus that can detect lies – a Curseling is an important leader of rituals in an Arcanite Cult. They are also powerful fighters and can steal enemy spells, reworking them in order to hurl them back at the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blazing Sword
Blazing Sword1"33+4+-11
Threshing Flail
Threshing Flail1"34+3+-1
Staff of Tzeentch
Staff of Tzeentch2"15+4+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Curseling, Eye of Tzeentch, is a single model armed with a Blazing Sword, Threshing Flail and Staff of Tzeentch.

ABILITIES

Disrupter of the Arcane: A Curseling can reach into a spell and undo the magical forces that keep it whole.
You can re-roll unbinding and dispelling rolls for this model.

Vessel of Chaos: The flow of eldritch energy is visible to the Curseling, who can pluck magic from the aether and hurl it back at its caster.
If this model successfully unbinds a spell that is possible for it to cast, it can immediately attempt to cast that spell even though it is the enemy hero phase. If that spell is successfully cast, it cannot be unbound.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Glean Magic spells.

Glean Magic: In a magical duel, the Curseling reaches into his adversary’s mind and steals arcane knowledge to use for his own ends.
Glean Magic has a casting value of 3. If successfully cast, pick 1 enemy WIZARD within 24" of the caster and visible to them. Pick 1 spell from that WIZARD’s warscroll that is possible for this model to cast and roll a dice. On a 3+, the caster knows that spell for the rest of the battle.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, CURSELING


16"
6
4+
8
WARSCROLL

Fatemaster

More than just a powerful warrior, a Fatemaster is surrounded by an aura of change. Mounted atop Discs of Tzeentch, Fatemasters streak into combat, slicing foes with their fireglaives while manipulating fortune for the benefit of their Arcanite Cult.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fireglaive of Tzeentch
Fireglaive of Tzeentch2"33+4+-D3
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Fatemaster is a single model armed with a Fireglaive of Tzeentch.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Hovering Disc of Tzeentch: A Fatemaster mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly.

Soulbound Shield: This shield can shelter the wielder against even the most potent magical attacks.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.

COMMAND ABILITIES

Lord of Fate: Tzeentch’s chosen disciples can affect the destiny of those around them.
You can use this command ability at the start of your hero phase. If you do so, pick a friendly model with this command ability. Until your next hero phase, you can re-roll hit rolls for attacks made by friendly TZEENTCH units wholly within 9" of this model.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, FATEMASTER


16"
8
5+
10
WARSCROLL

Fateskimmer, Herald of Tzeentch on Burning Chariot

Trailing flames and maniacal laughter, a Fateskimmer streaks across the skies. While the Herald conjures firestorms to engulf the foe, the living chariot it rides seeks to sear all those in its path, the Screamers at its fore biting their prey as they speed by.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Lamprey Bite
Lamprey Bite1"64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Fateskimmer, Herald of Tzeentch on Burning Chariot, is a single model armed with Magical Flames, Staff of Change and Ritual Dagger.

MOUNT: This model’s Screamers of Tzeentch attack with their Lamprey Bites.

FLY: This model can fly.

ABILITIES

Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, when this model attempts to cast or unbind a spell, you can roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the casting or unbinding roll.

Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this model’s Lamprey Bite to D3.

Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.
After this model has made a normal move, you can pick 1 enemy unit that has any models passed across by this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Tzeentch’s Firestorm spells.

Tzeentch’s Firestorm: Searing balls of scarlet flame whip around the caster before spiralling outwards to engulf nearby enemies.
Tzeentch’s Firestorm has a casting value of 8. If successfully cast, roll a dice for each enemy unit within 9" of the caster and visible to them. On a 3+, that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, FATESKIMMER


16"
6
5+
10
WARSCROLL

Fluxmaster, Herald of Tzeentch on Disc

There is nowhere on the battlefield safe from a Herald riding a Disc of Tzeentch. Bolting through the air, the Fluxmaster conjures blue flames to hurl at the foe before darting in to deliver a swift blow from a mutative Staff of Change.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader

DESCRIPTION

A Fluxmaster, Herald of Tzeentch on Disc, is a single model armed with Magical Flames and one of the following weapon options: Staff of Change and Arcane Tome; or Ritual Dagger and Arcane Tome.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the herald’s chosen spell lores.
Once per battle, when this model attempts to cast or unbind a spell, you can roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the casting or unbinding roll.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Blue Fire of Tzeentch spells.

Blue Fire of Tzeentch: A tide of iridescent mutating flame surges forth from the Fluxmaster as it cackles from its swooping Disc.
Blue Fire of Tzeentch has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them, and roll 9 dice. For each 6, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, FLUXMASTER


5"
5
6+
8
WARSCROLL

Gaunt Summoner of Tzeentch

There are but nine Gaunt Summoners, a powerful order of sorcerers dedicated to Tzeentch. Gazing into infinity with a myriad glistening eyes, a Gaunt Summoner calls forth daemons or summons sheets of infernal flames to engulf the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Changestaff
Changestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warptongue Blade
Warptongue Blade1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader

DESCRIPTION

A Gaunt Summoner of Tzeentch is a single model armed with a Changestaff and Warptongue Blade.

ABILITIES

Warptongue Blade: Those cut by a warptongue blade soon find their bodies wracked with sickening and uncontrollable mutations.
If the unmodified wound roll for an attack made with a Warptongue Blade is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a save roll).

Book of Profane Secrets: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a Realmgate, allowing malefic Chaos entities to manifest on the battlefield.
Once per battle, at the start of your hero phase, you can say that this model will use its Book of Profane Secrets. If you do so, you can summon 1 unit from the list below to the battlefield and add it to your army, but the number of spells that this model can attempt to cast in that phase is reduced by 1. The summoned unit must be set up wholly within 9" of this model and more than 9" from any enemy units.

Choose 1 unit from the following list:

• 5 Horrors of Tzeentch
• 10 Bloodletters
• 10 Plaguebearers
• 10 Daemonettes
• 6 Furies

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Flames spells.

Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them, and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. If that unit is an enemy MONSTER or WAR MACHINE, roll 3 dice for each model instead.

KEYWORDS
CHAOS, DAEMON, MORTAL, TZEENTCH, ARCANITE, SLAVES TO DARKNESS, EVERCHOSEN, HERO, WIZARD, GAUNT SUMMONER


6"
5
5+
7
WARSCROLL

Magister

As a central figure of the cabal that leads an Arcanite Cult, a Magister will use all their fell powers to inflict change and ruin upon the Mortal Realms in the name of the Great Conspirator. At their hands are the enemies of Tzeentch transformed.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpsteel Sword
Warpsteel Sword1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Magister is a single model armed with a Tzeentchian Runestaff and Warpsteel Sword.

ABILITIES

Magic-touched: Magisters are attuned to magical energy. There are those, however, that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bolt of Change spells.

Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe.
Bolt of Change 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 D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER


16"
6
5+
7
WARSCROLL

Magister on Disc of Tzeentch

Magisters are powerful sorcerers in service to Tzeentch. Filled with eldritch energies as they ride their Disc of Tzeentch, they can wield fantastical fires to scorch the foe or transform an enemy into the squelching, misshapen form of a Chaos Spawn.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpsteel Sword
Warpsteel Sword1"14+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Magister on Disc of Tzeentch is a single model armed with a Tzeentchian Runestaff and Warpsteel Sword.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Magic-touched: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those, however, that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Bolt of Change spells.

Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.
Bolt of Change 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 D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER


6"
8
5+
8
WARSCROLL

Ogroid Thaumaturge

Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of fiery energy into the enemy ranks, before stampeding into their midst to pummel the survivors to bloody ruin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Horns
Great Horns1"23+3+-23
Thaumaturge Staff
Thaumaturge Staff2"33+3+-1D3
Cloven Hooves
Cloven Hooves1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

An Ogroid Thaumaturge is a single model armed with Great Horns, Thaumaturge Staff and Cloven Hooves.

ABILITIES

Brutal Rage: When wounded, the Ogroid finds bursts of renewed energy from its rage.
You can re-roll hit and wound rolls for attacks made with melee weapons by this model if any wounds or mortal wounds were allocated to this model earlier in the same phase.

Mighty Rampage: There are few things as deadly as the momentum of an Ogroid Thaumaturge on the charge.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Choking Tendrils spells.

Choking Tendrils: The caster unleashes lashes of arcane energy that strangle the life from their victims.
Choking Tendrils 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. For each model that is slain by mortal wounds inflicted by this spell, you can heal 1 wound allocated to this model.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, OGROID THAUMATURGE


16"
5
5+
10
WARSCROLL

The Blue Scribes

Tzeentch created two daemons, P’tarix and Xirat’p, for the sole purpose of learning every spell in existence. The Blue Scribes, as they are known, ride their Disc of Tzeentch through the realms seeking every fragment of arcana.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharpened Quills
Sharpened Quills1"25+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

The Blue Scribes is a named character that is a single model. It is armed with Sharpened Quills.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Frantic Scribbling: The Blue Scribes seek any unknown incantations that might be used against them.
Each time a WIZARD wholly within 18" of this model successfully casts a spell that is not unbound and that is possible for this model to cast, you can roll a dice. On a 4+, this model knows that spell for the rest of the battle.

Scrolls of Sorcery: The unlimited arcane knowledge held on these scrolls can conjure sorceries of perfect structure.
Once in each of your hero phases, when this model attempts to cast a spell, instead of making a casting roll, you can say that it will read from its scrolls of sorcery. If you do so, roll a dice. On a 2+, that spell is automatically cast and cannot be unbound.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Boon of Tzeentch spells.

Boon of Tzeentch: The Blue Scribes reach forth, tapping into an unseen hoard of arcane power.
Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll casting rolls for friendly TZEENTCH WIZARDS wholly within 18" of the caster for the rest of that phase.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, THE BLUE SCRIBES


5"
5
5+
10
WARSCROLL

The Changeling

A master of illusionary disguise, the Changeling hides amongst its quarry, sowing confusion amongst their ranks. Upon throwing aside its fleshly masquerade, the Changeling uses sorcery and its Trickster’s Staff to openly blast its foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Trickster’s Staff
The Trickster’s Staff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

The Changeling is a named character that is a single model. It is armed with the Trickster’s Staff.

ABILITIES

Puckish Misdirection: The Changeling can manipulate the most stalwart of warriors while appearing as a trusted advisor or comrade.
In the enemy hero phase, you can pick 1 enemy unit within 9" of this model. If you do so, until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and half the Move characteristic of that unit (rounding up).

Arch-deceiver: None can detect the veil of the Changeling. Assuming the form of comrade and ally, it reveals itself only when its plans have been made a reality.
At the start of the first battle round, after armies have been set up but before the first turn begins, you can remove this model from the battlefield. If you do so, at the end of your first movement phase, you must set this model up again anywhere within your opponent’s territory more than 3" from any enemy units.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

In addition, while this model is within 9" of an enemy WIZARD, it knows any spells on that WIZARD’s warscroll that are possible for this model to cast.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, THE CHANGELING


6"
1
6+
6
WARSCROLL

The Eyes of the Nine

Agents of the Gaunt Summoners, the Eyes of the Nine seek out artefacts redolent with realm magics that they can corrupt with Tzeentchian energy. With these ensorcelled lodestones, they intend to tether the Silver Towers to reality.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"25+4+-1
Sorcerous Bolt
Sorcerous Bolt12"15+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade1"14+4+-12
Cursed Blade
Cursed Blade1"14+4+-1
Vicious Beak
Vicious Beak1"14+5+-1
Taloned Hands
Taloned Hands1"15+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 140
Battlefield Role: Leader
Notes: Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Eyes of the Nine is a unit that has 4 models. Narvia and Turosh are each armed with a Cursed Blade, Sorcerous Bolt and Arcanite Shield; K’charik is armed with a Savage Greatblade and Vicious Beak; and the Blue Horror is armed with Magical Flames and Taloned Hands.

K’CHARIK: Add 1 to K’charik’s Wounds characteristic.

ABILITIES

Arcanite Shield: This shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated.

Split: If the Blue Horror is slain, it transforms into a pair of Brimstone Horrors.
If the Blue Horror model from a friendly unit with this ability is slain, you can add 1 Brimstone Horrors model to that unit after removing the slain model. The Brimstone Horrors’ Magical Flames have an Attacks characteristic of 1 instead of 2, and their Taloned Hands have an Attacks characteristic of 2 instead of 1.

KEYWORDS
CHAOS, TZEENTCH, CULT OF THE TRANSIENT FORM, EYES OF THE NINE


16"
6
5+
6
WARSCROLL

Tzaangor Shaman

Mounted atop a Disc of Tzeentch, a Tzaangor Shaman is a potent agent of change. With dark magics, the Shaman will grant a boon of mutation to his foes, transforming them as they writhe and scream into a more pleasing form – that of a Tzaangor.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader

DESCRIPTION

A Tzaangor Shaman is a single model armed with a Staff of Change and Ritual Dagger.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Sorcerous Elixir: Tzaangor Shamans drink strange concoctions in battle to augment their sorcerous might.
Once per battle, in your hero phase, this model can attempt to cast 1 extra spell. If it does so, you can re-roll the casting roll for that spell.

Visions of the Future: Seeing the battle unfold before them through prophetic visions, the Shaman guides the aim of nearby Tzaangor Skyfires.
Add 1 to hit rolls for attacks made with Arrows of Fate by friendly TZAANGOR SKYFIRE units wholly within 12" of any friendly TZAANGOR SHAMANS.

Visions of the Past: By listing the weaknesses of the foe discovered in ages past, Tzaangor Shamans enhance the deadliness of their Enlightened kin.
Add 1 to hit rolls for attacks made with Tzeentchian Spears and Vicious Beaks by friendly TZAANGOR ENLIGHTENED units wholly within 12" of any friendly TZAANGOR SHAMANS.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Boon of Mutation spells.

Boon of Mutation: The Shaman curses its foes with the dubious gift of Tzeentch’s mutagenic power, transforming its victims into a form more pleasing to the Changer of the Ways.
Boon of Mutation has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. For each model that is slain by mortal wounds inflicted by this spell, 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 12" of the caster. The model 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 added.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, HERO, WIZARD, TZAANGOR SHAMAN


6"
5
5+
7
WARSCROLL

Vortemis the All-seeing

Vortemis has been instrumental in twisting the strands of fate to serve the will of Tzeentch. His Arcanite Cult had spies in the city of Shadespire for centuries, and he has plotted to undermine Nagash for just as long.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Runestaff
Tzeentchian Runestaff1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Vortemis the All-seeing is a named character that is a single model. He is armed with a Tzeentchian Runestaff.

ABILITIES

Magic-touched: Magisters are attuned to magical energy like no other, but there are those that delve too deep into this source of power.
If the casting roll for this model is a double and the casting attempt is successful and not unbound, this model can attempt to cast 1 extra spell this turn. If it does so and the extra casting roll is a double, the spell automatically fails and this model is slain. If a friendly MAGISTER is slain by this effect, roll a dice before removing the model. On a 2+, 1 TZEENTCH CHAOS SPAWN is added to your army. Set up the TZEENTCH CHAOS SPAWN anywhere on the battlefield within 1" of the slain MAGISTER and more than 3" from any enemy units.

MAGIC

Vortemis the All-seeing is a WIZARD. He can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Sorcerous Insight spells.

Sorcerous Insight: Memory becomes echo, echo becomes resonance, resonance becomes reality wrought anew.
Sorcerous Insight has a casting value of 5. If successfully cast, you receive 1 extra command point. This extra command point can only be spent by picking this model to use the At the Double, Forward to Victory or Inspiring Presence command ability.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, HERO, WIZARD, MAGISTER, VORTEMIS THE ALL-SEEING


Leader, Behemoth


14
4+
10
WARSCROLL

Kairos Fateweaver

Kairos Fateweaver can see the past and the future, and he uses this ability to twist destiny to suit his own malevolent purposes. The twin-headed terror is a master of magic known as the Oracle of Tzeentch – wherever he goes, change is sure to follow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Tomorrow
Staff of Tomorrow3"33+-12
Beaks and Claws
Beaks and Claws1"54+3+-12
DAMAGE
Wounds SufferedMoveStaff of TomorrowGift of Change
0-312"1+6
4-610"2+D6
7-99"3+3
10-128"4+D3
13+7"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Kairos Fateweaver is a named character that is a single model. He is armed with the Staff of Tomorrow and his Beaks and Claws.

FLY: This model can fly.

ABILITIES

Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When this model makes a casting, unbinding or dispelling roll, you can change the lowest D6 to match the highest D6.

Spell-eater: Tzeentch’s daemons revel in the Arcanum Optimar, summoning and dispelling even the most predatory spells at will.
Once per turn, in your hero phase, you can pick 1 endless spell within 18" of this model. That endless spell is dispelled.

Oracle of Eternity: The oracle uses his insight to guide reality into fulfilling his own prophecies. A single twist in fate can mean utter devastation to any who cross Kairos.
Once per battle, in either player’s turn, if this model is on the battlefield, you can replace a single dice from one of the following dice rolls with a result of your choice.

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

Note that this ability only allows you to replace a single dice roll. For 2D6 rolls (such as casting rolls or charge rolls), you can only replace 1 of the dice. In addition, any rolls that have been replaced count as unmodified rolls and cannot be re-rolled or modified further.

MAGIC

Kairos Fateweaver is a WIZARD. He can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Gift of Change spells. In addition, while friendly WIZARDS are wholly within 18" of him, Kairos Fateweaver knows any spells on those WIZARDS’ warscrolls that are possible for him to cast.

Gift of Change: As Kairos traces a burning sigil in the air, he gifts his foes the boon of mutating flesh.
Gift of Change has a casting value of 8. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers a number of mortal wounds equal to the Gift of Change value shown on the caster’s damage table. If any models were slain by this spell, before removing the first slain model, you can add a TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

KEYWORDS
CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, WIZARD, LORD OF CHANGE, KAIROS FATEWEAVER


14
4+
10
WARSCROLL

Lord of Change

The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of their claw, they can hurl foes into the nightmarish Realm of Chaos, blast enemies with wyrdfire or steal opponents’ spells for their own use.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rod of Sorcery
Rod of Sorcery18"2D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Tzeentch
Staff of Tzeentch3"43+-2
Baleful Sword
Baleful Sword1"24+2+-23
Curved Beak and Wicked Talons
Curved Beak and Wicked Talons1"44+3+-12
DAMAGE
Wounds SufferedMoveStaff of TzeentchInfernal Gateway
0-312"1+3+
4-610"2+4+
7-99"3+4+
10-128"4+4+
13+7"5+5+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Lord of Change is a single model armed with one of the following weapon options: Staff of Tzeentch and Baleful Sword; Staff of Tzeentch and Rod of Sorcery; or Staff of Tzeentch and Curved Beak and Wicked Talons.

FLY: This model can fly.

ABILITIES

Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When this model makes a casting, unbinding or dispelling roll, you can change the lowest D6 to match the highest D6.

Spell-eater: Tzeentch’s daemons revel in the Arcanum Optimar, summoning and dispelling even the most predatory spells at will.
Once per turn, in your hero phase, you can pick 1 endless spell within 18" of this model. That endless spell is dispelled.

Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this model successfully unbinds an enemy spell with an unbinding roll of 9+, this model can attempt to cast that spell, if it is possible for it to do so, for the rest of the battle.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Gateway spells.

Infernal Gateway: The Lord of Change opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. That unit suffers 1 mortal wound for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s damage table.

COMMAND ABILITIES

Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS while they are wholly within 18" of that model. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, WIZARD, LORD OF CHANGE


20
4+
10
WARSCROLL

Exalted Greater Daemon of Tzeentch

With a wave of its talons, an Exalted Greater Daemon of Tzeentch can hurl its foes into the nightmarish Realm of Chaos or bathe them in deadly magical fires. They are the most malefic servants of the God of Sorcery, and their very forms flicker with arcane energies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Tzeentch
Staff of Tzeentch3"33+-2
Curved Beak and Wicked Talons
Curved Beak and Wicked Talons1"43+3+-12
DAMAGE
Wounds SufferedMoveStaff of TzeentchInfernal Gateway
0-310"2+2+
4-69"2+3+
7-98"3+3+
10-127"3+4+
13+6"4+4+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Exalted Greater Daemon of Tzeentch is a single model armed with a Curved Beak and Wicked Talons, and a Staff of Tzeentch.

FLY: This model can fly.

ABILITIES

Mastery of Magic: Tzeentch’s daemons are manifestations of magic in its rawest form; the mightiest of their kind can wield sorcerous power with the same ease that a mortal breathes air.
When you make a casting or unbinding roll for this model, you can change the lowest dice roll to equal the highest dice roll.

Spell-Thief: Exalted Greater Daemons of Tzeentch have an insatiable appetite for sorcerous knowledge, and by feeding upon arcane manifestations they are able to instantly perfect new forms of spellcraft.
If an unbinding roll for this model is 9+, it knows the spell that it is attempting to unbind for the rest of the battle.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Gateway spells.

Infernal Gateway: Tendrils of magic shoot forth to rend the fabric of reality, opening a screaming portal into Tzeentch’s crystal labyrinth.
Infernal Gateway has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and roll 9 dice. For each roll that equals or beats the value shown for Infernal Gateway on the damage table above, that unit suffers 1 mortal wound.

COMMAND ABILITIES

Beacon of Sorcery: Spreading its arms wide, the Exalted Greater Daemon of Tzeentch saturates the area with magic.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly model with this command ability. You can add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS that are within 24" of that model until your next hero phase.

KEYWORDS
CHAOS, DAEMON, LORD OF CHANGE, TZEENTCH, MONSTER, HERO, WIZARD, EXALTED GREATER DAEMON OF TZEENTCH


Warscroll Battalion


Warscroll Battalion

Aether-eater Host

PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Feed on Magic: Though all daemons are formed of raw magic, those in an Aether-eater Host can drain the sorcerous energies unleashed by their foes to revitalise their physical forms.
If a friendly unit from this battalion successfully unbinds a spell in the enemy hero phase, you can immediately heal D3 wounds allocated to that unit. In addition, 1 friendly SCREAMERS OF TZEENTCH unit from this battalion can attempt to unbind 1 spell in the enemy hero phase.


Warscroll Battalion

Alter-kin Coven

ORGANISATION
 • 1 unit of Kairic Acolytes
 • 1 unit of Tzaangors
 • 1 unit of Tzaangor Skyfires
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Boon of Mutation: Enemies of an Alter-kin Coven are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of a friendly unit from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, 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.


Warscroll Battalion

Arcanite Cabal

ORGANISATION
 • 3-9 models in any combination chosen from the following list:
- Fatemaster
- MAGISTER
- Tzaangor Shaman
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Master of the Cult: The cult’s leader wears Tzeentch’s favour like a mantle. To him, the future is a many-branched pathway to be walked at leisure.
After armies have been set up but before the first battle round begins, pick 1 friendly model from this battalion. For the rest of the battle, each time you spend a Destiny Dice to replace a dice roll for that model, roll a dice. On a 2+, you can replace one of your remaining Destiny Dice with that roll.


Warscroll Battalion

Arcanite Cult

When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself – and, in doing so, go to war.
ORGANISATION
 • 1 Arcanite Cabal warscroll battalion
 • 8 warscroll battalions in any combination chosen from the following list:
- Alter-kin Coven
- Skyshoal Coven
- Tzaangor Coven
- Witchfyre Coven
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Destiny Preordained: When the Arcanites attack in their full might, it is done at a crux point of destiny – perhaps a sorcerous equinox or daemon convergence – to better fulfil a purpose that the Change God has long foreseen.
If your army includes this battalion, instead of rolling 9 dice for the Masters of Destiny battle trait, you can choose the values of 6 of the Destiny Dice and then roll the remaining 3 dice as normal.


Warscroll Battalion

Changehost

ORGANISATION
 • 1 Lord of Change
 • 8 units in any combination chosen from the following list:
- HORROR HEROES
- Exalted Flamers of Tzeentch
- Horrors of Tzeentch
- Flamers of Tzeentch
- Screamers of Tzeentch
- Burning Chariots of Tzeentch
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Deceive and Dismay: Nothing is ever quite as it seems when fighting against the forces of Tzeentch, and this is doubly true when facing a Changehost. In the blink of an eye, the daemons will shimmer and disappear from sight, only to be reappear where their Lord of Change master requires them.
At the start of your hero phase, if the LORD OF CHANGE from this battalion is your general and is on the battlefield, you can pick 1 other friendly unit from this battalion and remove it from the battlefield. If you do so, set up that unit again anywhere on the battlefield more than 9" from any enemy units. The unit you set up in this manner cannot move in the following movement phase.


Warscroll Battalion

Fate Legion

As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash – only that it will not end well.
ORGANISATION
 • 1 Overseer’s Fate-twisters warscroll battalion
 • 8 warscroll battalions in any combination chosen from the following list:
- Warpflame Host
- Multitudinous Host
- Aether-eater Host
- Changehost
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

‘Three times three, the offerings be’: The sacred number of Tzeentch, writ large within the fabric of the Fate Legion, draws one of the many thousands of eyes of their patron – and with it, his favour.
If your army includes this battalion, you start the battle with 9 Fate Points.


Warscroll Battalion

Multitudinous Host

ORGANISATION
 • 1 Changecaster, Herald of Tzeentch
 • 8 units of Horrors of Tzeentch
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Horrors Without Number: So concentrated is the change-magic that swirls about a Multitudinous Host that ever more Horrors pop into existence around them, their numbers swelling at an alarming rate.
At the start of your hero phase, you can return D3 slain HORRORS OF TZEENTCH models to each friendly HORRORS OF TZEENTCH unit from this battalion (roll separately for each unit).


Warscroll Battalion

Omniscient Oracles

ORGANISATION
 • 1 Kairos Fateweaver
 • 3 Lords of Change
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion


Knowledge of the Past, Present and Future: Kairos Fateweaver sees both the past and the future, and in sealing a soul-binding pact with the Lords of Change known as the Allscryers, Kairos has ensured the deeds of the moment are made clear to him as well.
You can re-roll hit, wound and save rolls of 1 for friendly units from this battalion.


Warscroll Battalion

Overseer’s Fate-twisters

ORGANISATION
 • 1 Lord of Change
 • 8 units in any combination chosen from the following list:
- HORROR HEROES
- Exalted Flamers of Tzeentch
- Burning Chariots of Tzeentch
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

The Will of Tzeentch: The Lords of Change known as the Overseers, together with their most accomplished lieutenants, bear the favour of the Great Conspirator – the better to enact his will in all things. To them, the skeins of fate are as the strings of a lyre to be plucked at a whim.
At the start of your hero phase, if 1 or more friendly units from this battalion are on the battlefield, you can roll a dice and add it to your Destiny Dice. In addition, at the start of your hero phase, if the LORD OF CHANGE from this battalion is on the battlefield, you can re-roll one of your Destiny Dice.


Warscroll Battalion

Skyshoal Coven

ORGANISATION
 • 2 units of Tzaangor Enlightened on Discs of Tzeentch
 • 2 units of Tzaangor Skyfires
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Diving from the Skies: The Tzaangor Enlightened and Skyfires of the Skyshoal Covens have learnt to utilise the blade-like protrusions of their daemonic mounts to lethal effect.
After a friendly unit from this battalion has made a normal move, you can pick 1 enemy unit that has any models passed across by any models from that friendly unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Tzaangor Coven

ORGANISATION
 • 2 units of Tzaangors
 • 2 units of Tzaangor Enlightened
 • 2 units of Tzaangor Skyfires
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Pride of the Gor-kin: Widely considered to be the greatest of Tzeentch’s mortal followers, these avian beastmen fight with an unrivalled ferocity borne from their limitless confidence.
At the start of your hero phase, you can pick 1 friendly unit from this battalion that is within 3" of an enemy unit. That unit can shoot or fight.


Warscroll Battalion

Warpflame Host

ORGANISATION
 • 1 unit of Exalted Flamers of Tzeentch
 • 3-8 units in any combination chosen from the following list:
- Exalted Flamers of Tzeentch
- Flamers of Tzeentch
- Burning Chariots of Tzeentch
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding a Warpflame Host that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll a dice for each enemy unit within 9" of any friendly units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Witchfyre Coven

ORGANISATION
 • 3 units of Kairic Acolytes
 • 1 unit of Tzaangor Enlightened
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Mastery of Wyrdflame: The Kairic Acolytes that form a Witchfyre Coven are highly skilled at conjuring the flames of change. They are able to assail their foes with a relentless bombardment of eldritch fire.
Once per turn, in your hero phase, you can pick 1 friendly KAIRIC ACOLYTE unit from this battalion. That unit can shoot.


Endless Spell Warscroll


Endless Spell

Burning Sigil of Tzeentch

Drizzling ectoplasm and daemonic fire, the conjured sigil of Tzeentch is so redolent with mutative energies that it can transform those around it into a thousand fleshy forms. To stand close by is to risk horrific transmogrification – though in the final reckoning of battle, some of these mutations are as much a blessing as they are a curse.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Burning Sigil of Tzeentch is a single model.

MAGIC

Summon Burning Sigil of Tzeentch: Brief incantations in the Dark Tongue see these burning symbols of worship spark into reality.
Summon Burning Sigil of Tzeentch has a casting value of 5. Only TZEENTCH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Burning Sigil of Tzeentch model wholly within 18" of the caster.

ABILITIES

Radiant Transmogrification: The sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.
At the end of your movement phase, if the Burning Sigil of Tzeentch is on the battlefield, you must roll a dice on the following table:

D6Effect
1Dismembered by Change: Pick 1 unit within 12" of this model and visible to it. That unit suffers D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.
2Crippling Appendages: Pick 1 unit within 12" of this model and visible to it. Halve the Move characteristic of that unit until the start of your next hero phase.
3-4Mutative Flux: Pick 1 unit within 12" of this model and visible to it. That unit can move D6" even if it ran in the same turn.
5Spawning Limbs: Pick 1 unit within 12" of this model and visible to it. Add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.
6Shifting Aura: Pick 1 unit within 12" of this model and visible to it. Subtract 1 from hit rolls for attacks that target that unit until the start of your next hero phase.

KEYWORDS
ENDLESS SPELL, BURNING SIGIL OF TZEENTCH


Endless Spell

Daemonic Simulacrum

The twin-headed monstrosity known as the Daemonic Simulacrum is not a true daemon but a living mirage, a manifestation of the duplicity and cunning of the Lords of Change that guide their Arcanite puppets to war. Though ephemeral, when these illusory creatures bite, they can tear away the minds of the foe to leave them drooling imbeciles.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

DESCRIPTION

A Daemonic Simulacrum is a single model.

PREDATORY: A Daemonic Simulacrum is a predatory endless spell. It can move up to 9" and can fly.

MAGIC

Summon Daemonic Simulacrum: The wizard draws upon its understanding of Changelore to create a temporary portal for this mirage to enter the fray.
Summon Daemonic Simulacrum has a casting value of 7. Only TZEENTCH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Daemonic Simulacrum model wholly within 12" of the caster.

ABILITIES

Twisting Mirage: This Tzeentchian manifestation writhes across the battlefield as soon as it materialises.
When this model is set up, the player who set it up can immediately make a move with it.

Snapping Jaws: The Simulacrum feeds upon the minds of any beings in its path and is especially drawn to sources of the arcane.
After this model has moved, roll 9 dice for the closest other unit within 6". If more than 1 other unit is equally close, the player that moved this model can choose which unit to roll the 9 dice for. For each 5+, that unit suffers 1 mortal wound. If that unit is a WIZARD, that unit suffers 1 mortal wound for each 4+ instead.

KEYWORDS
ENDLESS SPELL, DAEMONIC SIMULACRUM


Endless Spell

Tome of Eyes

By conjuring a Tome of Eyes, a spellcaster can read knowledge inscribed by daemonic forces as the tome reads them in turn; in doing so, they gain access to the fabled Parchment Curse. A particularly disturbing spell, this turns the enemies of the caster into scattering sheafs of paper, each detailing a dark and twisted version of the victim’s life story.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Tome of Eyes is a single model.

MAGIC

Summon Tome of Eyes: With a snap of the conjurer’s fingers, the Tome appears at their side from a spark of blue wyrdflame.
Summon Tome of Eyes has a casting value of 5. Only TZEENTCH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Tome of Eyes model within 1" of the caster.

As long as the Tome of Eyes is on the battlefield, the caster and the Tome of Eyes are treated as being a single model from the caster’s army that uses the caster’s warscroll as well as the Endless Spells rules. The Tome of Eyes must remain within 1" of the caster. If the caster is slain, then the Tome of Eyes is immediately dispelled and removed from play along with the caster.

The Parchment Curse: The Tome’s flames intensify, its eyes twitching frantically as it seeks new prey for the curses on its parchment leaves.
The Parchment Curse has a casting value of 8. Only the caster of the Tome of Eyes can attempt to cast this spell. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll a dice. On a 3+, that unit suffers D3 mortal wounds. In addition, for each model that is slain by mortal wounds inflicted by this spell, subtract 1 from the Bravery characteristic of that unit for the rest of the battle.

ABILITIES

Transfixed by Countless Eyes: As the Tome flicks through its endless pages, it peers into the mind of its summoner, giving knowledge to the loyal and punishing the insatiable as it sees fit.
If the Tome of Eyes is on the battlefield, you can re-roll casting rolls for the caster.

In addition, if the unmodified casting roll for a spell attempted by the caster is a 2 or a 12, the spell is automatically cast (regardless of the result) and cannot be unbound. However, the caster suffers D3 mortal wounds after the effects of that spell have been resolved.

KEYWORDS
ENDLESS SPELL, TOME OF EYES
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The FLAMER keyword is used in following Tzeentch warscrolls:

None

The EXALTED FLAMERS keyword is used in following Tzeentch warscrolls:

None
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.

The EXALTED FLAMERS keyword is used in following Tzeentch warscrolls:

None
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 HORRORS OF TZEENTCH keyword is used in following Tzeentch warscrolls:

None
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.

The TZAANGOR ENLIGHTENED keyword is used in following Tzeentch warscrolls:

None

The GOR keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The BEASTS OF CHAOS keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The BRAYHERD keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The TZAANGOR ENLIGHTENED keyword is used in following Tzeentch warscrolls:

None

The MORTAL keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The SLAVES TO DARKNESS keyword is used in following Tzeentch warscrolls:

None
Leader

The KAIRIC ACOLYTES keyword is used in following Tzeentch warscrolls:

Battleline
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.
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 ARCANITE and HERO keywords are used in following Tzeentch warscrolls:

Leader
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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.
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.

The MAGISTER keyword is used in following Tzeentch warscrolls:

Leader

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

None

The MAGISTER keyword is 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.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.

The TZAANGOR SKYFIRES keyword is used in following Tzeentch warscrolls:

None

The TZAANGOR SHAMAN keyword is used in following Tzeentch warscrolls:

Leader

The TZAANGORS keyword is used in following Tzeentch warscrolls:

Battleline
At the Double
You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory
You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.

The MONSTER keyword is used in following Tzeentch warscrolls:

Leader, Behemoth

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

Leader, Behemoth

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

None

The HORROR and HERO keywords are used in following Tzeentch warscrolls:

Leader

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

Leader, Behemoth

The ENDLESS SPELL keyword is used in following Tzeentch warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020