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.Contents | ||
Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.4 | December 2021 |
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![]() | Expansion | 2 | 1.2 | February 2022 |
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![]() | Expansion | 2 | 1.4 | February 2022 |
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![]() | Rulebook | 3 | December 2021 | |
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![]() | Expansion | 3 | 1.0 | September 2021 |
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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. |
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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 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.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 DISCIPLES OF TZEENTCH units in your army gain that keyword, and you can use the extra abilities listed for that Change Coven on the page indicated.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.
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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.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.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.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.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.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).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:Tzeentch ArcanitesTZEENTCH ARCANITE HERO generals only.
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Tzeentch MortalsTZEENTCH MORTAL HERO generals only.
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Tzeentch DaemonsTZEENTCH DAEMON HERO generals only.
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Fated ArtefactsTZEENTCH MORTAL HEROES only.
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Treasures of the CultsTZEENTCH ARCANITE HEROES only.
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Daemonic WeaponsTZEENTCH DAEMON HEROES only.
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Daemonic PowersTZEENTCH DAEMON HEROES only.
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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 FateTZEENTCH ARCANITE WIZARDS and TZEENTCH MORTAL WIZARDS (including Unique units) only.
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Lore of ChangeTZEENTCH DAEMON WIZARDS (including Unique units) only.
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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 FormThe 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 SummonersSecretive 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 ArcanumThe 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 DuplicitousThe 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 CultThe 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 ConflagrationThose 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. | ||
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 FluxSpreaders 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 EyesThe 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. | ||
Battleplan The Concealed CultistThe 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 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 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. | ||
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Arcanite Hero Followers & Retinue Followers Rewards Table
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Daemon Hero Followers & Retinue Followers Rewards Table
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Daemon Champion Rewards Table
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Arcanite Champion Rewards Table
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The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, ARCANITE and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, MORTAL and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
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. | ||
The MARK OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
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. | ||
The TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, DAEMON and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, ARCANITE and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, MORTAL and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and CHAOS SPAWN keywords are used in the following Disciples of Tzeentch warscrolls:
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). | ||
The TZEENTCH, WIZARD and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and MORTAL keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, DAEMON and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The CULT OF THE TRANSIENT FORM and KAIRIC ACOLYTES keywords are used in the following Disciples of Tzeentch warscrolls:
The TZAANGORS keyword is used in the following Disciples of Tzeentch warscrolls:
The CULT OF THE TRANSIENT FORM and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS keyword is used in the following Disciples of Tzeentch warscrolls:
The LORD OF CHANGE keyword is used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS and LORD OF CHANGE keywords are used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS ARCANUM and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS ARCANUM, SCREAMERS and TZEENTCH keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS ARCANUM and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The SCREAMERS and TZEENTCH keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS keyword is used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS and HORRORS OF TZEENTCH keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS, DAEMON and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The PYROFANE CULT and KAIRIC ACOLYTES keywords are used in the following Disciples of Tzeentch warscrolls:
The PYROFANE CULT keyword is used in the following Disciples of Tzeentch warscrolls:
The PYROFANE CULT and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The ETERNAL CONFLAGRATION keyword is used in the following Disciples of Tzeentch warscrolls:
The ETERNAL CONFLAGRATION and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The ETERNAL CONFLAGRATION, DAEMON and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The ETERNAL CONFLAGRATION and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The UNBOUND FLUX, DAEMON and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The UNBOUND FLUX, DAEMON and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The UNBOUND FLUX and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The CULT OF A THOUSAND EYES and MORTAL keywords are used in the following Disciples of Tzeentch warscrolls:
The CULT OF A THOUSAND EYES, MORTAL and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The CULT OF A THOUSAND EYES and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
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. | ||
The HORRORS OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls: