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 Tzeentch
  Disciples of TzeentchBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Soul Wars: Wrath of the Everchosen
  Soul Wars: Wrath of the EverchosenExpansion21.3August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

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: 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 know it or 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 summon an endless spell if you have not paid the points to use that endless spell.
 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:
No.
 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.
 Q: Can the Changecaster’s Fortune and Fate ability trigger more than once in the same hero phase if the casting roll for the extra spell is 9+?
A:
Yes.
 Q: Does changing a dice roll with the Mastery of Magic ability count as a modifier?
A:
Yes.
 Q: Can the same Horrors of Tzeentch or Kairic Acolytes unit use the Chronomantic Cogs to cast Channelled Pink Fire or Gestalt Sorcery more than once in the same hero phase?
A:
No.
 Q: The Legions of Chaos rule states ‘2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword’. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units?
A:
No.

Allies

FACTIONALLIES
Disciples of TzeentchHedonites of Slaanesh, Slaves to Darkness (excluding units that can or must be given 1 a Mark of Chaos)

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 rerolled. 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 a Disciples of 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.

Legions of Chaos

When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.

A Disciples of Tzeentch army can include coalition units (see below) as follows:
  • 2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword. Those units must be given the TZEENTCH Mark of Chaos keyword.
  • 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction that does not have the TZEENTCH keyword. Those units gain the TZEENTCH keyword.
A Disciples of Tzeentch army cannot include coalition units with the KHORNE or NURGLE keyword.

COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

Hosts of Chaos

This section includes new allegiance abilities available to a Chaos army on the battlefield.

When you choose a Disciples of Tzeentch army you can say that it will be a Hosts of Chaos army. If you do so, you must give it a Host of Chaos keyword from the list below. All units in that army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos. If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.

UNBOUND FLUX
CULT OF A THOUSAND EYES

If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.


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.

Ignore modifiers (positive and negative) when making save rolls for attacks that target the bearer. However, you must re-roll successful save rolls for attacks that target 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 Disciples of Tzeentch army.

Lore of Fate

TZEENTCH ARCANITE WIZARDS and TZEENTCH MORTAL WIZARDS (including Unique units) 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 (including Unique units) 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 Disciples of 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 model to a friendly TZAANGORS unit within 9" of the slain model. The new model can only be set up within 3" of an enemy unit if the unit to which it is added is within 3" of that enemy unit.

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 after a friendly HOSTS DUPLICITOUS HORRORS OF TZEENTCH unit is destroyed. If you do so, roll a dice. On a 5+, add a new HOSTS DUPLICITOUS HORRORS OF TZEENTCH unit with 10 models to your army. Set up the new unit wholly within 12" of a friendly HOSTS DUPLICITOUS HERO and more than 9" from all 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.


Hosts of Chaos

These rules can be used by units in a Disciples of Tzeentch army that have been given the appropriate keyword (see the Hosts of Chaos).

The Unbound Flux

Spreaders of madness and mind-melting anarchy, the daemonic convocation known as the Unbound Flux makes war in a kaleidoscopic riot of flame and magic. Cavorting masses of daemons sweep forward in a roiling tide as cackling spellcasters hurl torrents of lurid and destructive sorcery at their foes.

ABILITIES
Maddening Cascade: The spells of the Unbound Flux inflict self-destructive bouts of madness upon their victims.
Each time a friendly UNBOUND FLUX DAEMON WIZARD casts a spell that inflicts any mortal wounds, roll a dice for each unit that suffered any mortal wounds inflicted by that spell. On a 4+, that unit suffers 1 additional mortal wound.

COMMAND ABILITY
Fuelled by Mayhem: As the Unbound Flux transform the battlefield into a maddening nightmare, their daemonic sorcerers grow ever more powerful.
You can use this command ability in your hero phase. If you do so, pick 1 friendly UNBOUND FLUX DAEMON WIZARD wholly within 9" of a friendly UNBOUND FLUX DAEMON HERO or wholly within 18" of a friendly UNBOUND FLUX DAEMON 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
An UNBOUND FLUX general must have this command trait.

Aegis of Insanity: The air of unreality that surrounds the Flux strengthens their connection to the material realms.
Do not take battleshock tests for friendly UNBOUND FLUX DAEMON units while they are wholly within 9" of this general.

ARTEFACT OF POWER
The first UNBOUND FLUX HERO to receive an artefact of power must be given the Enlightener.

The Enlightener: A blow from this weapon floods the victim’s mind with secrets of mind-blasting horror.
Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon 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 Cult of a Thousand Eyes

The Cult of a Thousand Eyes enact their intricate plans behind a veil of secrecy, planting their agents in the cities and strongholds of Order to pave the way for their incursions. When the fated hour dawns, these masked killers fall upon the bewildered enemy with ritual blades and bolts of eldritch magic.

ABILITIES
Marked for Death: Before battle begins, the Cult of a Thousand Eyes identifies the enemy’s most powerful warriors and targets them for destruction.
After armies have been set up but before the first battle round begins, pick up to D3 different enemy units. For the rest of the battle, you can re-roll hit rolls for attacks made with melee weapons by friendly CULT OF A THOUSAND EYES MORTAL units that target those enemy units.

COMMAND ABILITY
Eyes Everywhere: None can hide from the piercing gaze of the Thousand Eyes.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly CULT OF A THOUSAND EYES MORTAL unit wholly within 12" of a friendly CULT OF A THOUSAND EYES MORTAL HERO. Until the start of your next hero phase, enemy units do not receive the benefit of cover against attacks made by that unit.

COMMAND TRAIT
A CULT OF A THOUSAND EYES general must have this command trait.

Tzeentch is Pleased: Whenever this warlord uses a cunning trick to throw their enemies’ plans into disarray, they are granted the favour of the God of Sorcery.
Each time you spend a command point, if this general is on the battlefield, you can roll a dice. If you do so, on a 5+, you can heal D3 wounds that have been allocated to this general.

ARTEFACT OF POWER
The first CULT OF A THOUSAND EYES HERO to receive an artefact of power must be given the Crown of Whispers.

Crown of Whispers: This circlet of crystal whispers premonitions into the mind of the wearer, allowing them to react to danger with blinding speed.
Add 1 to save rolls for attacks that target the bearer.


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 Disciples of 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 Disciples of 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.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

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.


19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

None
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

None
Battleline
Leader
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Battleline

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

Battleline
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Battleline
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

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

Leader, Behemoth

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

Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

None
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

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

None
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Battleline
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Battleline
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The CULT OF A THOUSAND EYES and MORTAL keywords are used in the following Disciples of Tzeentch warscrolls:

None
Battleline
Leader

The CULT OF A THOUSAND EYES, MORTAL and HERO keywords are used in the following Disciples of Tzeentch warscrolls:

Leader
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

None
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
© Vyacheslav Maltsev 2013-2021