Disciples of Tzeentch – Warscrolls

None


14"
6
5+
10
WARSCROLL

Burning Chariots of Tzeentch

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

Unit Size: 1      Points: 185
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is a Fateskimmer, Herald of Tzeentch on Burning Chariot

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Overseer’s Fate-twisters
 • Warpflame Host

DESCRIPTION

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

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

FLY: This unit can fly.

CHAMPION: If this unit has 3 or more models, 1 model in this unit can be a champion.

ABILITIES

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

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

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

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

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


9"
4
5+
10
WARSCROLL

Exalted Flamers of Tzeentch

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

Unit Size: 1      Points: 140
Battlefield Role: None
Base size: 75 x 42mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Overseer’s Fate-twisters
 • Warpflame Host

DESCRIPTION

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

FLY: This unit can fly.

ELITE: Models in this unit can issue commands to their own unit.

ABILITIES

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

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

KEYWORDS
CHAOS, DAEMON, FLAMER, TZEENTCH, EXALTED FLAMERS


9"
2
5+
10
WARSCROLL

Flamers of Tzeentch

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

Unit Size: 3      Points: 175
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an Eternal Conflagration army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Warpflame Host

DESCRIPTION

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

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

FLY: This unit can fly.

ABILITIES

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

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

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


5"
1
6+
10
WARSCROLL

Horrors of Tzeentch

Gibbering with lunatic energy, the luminescent Pink Horrors whirl and flail, generating raw magic that can manifest as blasts of unnatural fire that scour the enemy. Should they be slain, Horrors split in twain to form two lesser incarnations.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames12"5+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Taloned Hands
Taloned Hands1"4+4+-1
DAMAGE
Horror ColourMagical FlamesTaloned HandsPetty Vengeance Roll
Iridescent623+
Pink314+
Blue215+
Brimstone126+
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 215
Battlefield Role: None
MODELBASE SIZE
Blue Horrors of Tzeentch25mm
Brimstone Horrors of Tzeentch25mm
Pink Horrors of Tzeentch32mm
Notes: Battleline if the unit contains no Blue Horrors and no Brimstone Horrors. If the unit contains no Pink Horrors, change the points cost to 140. If the unit contains no Pink Horrors and no Blue Horrors, change the points cost to 115.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Multitudinous Host
 • Atra’zan’s Blazing Cavalcade

DESCRIPTION

Each model in a Horrors of Tzeentch unit is armed with Magical Flames and Taloned Hands.

BATTLE ABILITY: When you pick this unit to be part of your army or when you add this unit to your army during a battle, you must decide if this unit will have either the Split and Split Again ability or the Petty Vengeance ability (it cannot have both). Note your choice on your army roster.

HORRORS: Replacement models that are added to this unit must be set up one at a time within 1" of the position that was occupied by the model they are replacing. Replacement models that are added to this unit can only be set up within 3" of an enemy unit if a model from this unit is already within 3" of that enemy unit. Replacement models added to this unit can take it above its maximum size.

CHAMPION: 1 Pink Horror in this unit can be an Iridescent Horror instead.

STANDARD BEARER: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Icon Bearer instead. At the start of your hero phase, if you have a Disciples of Tzeentch army, roll 1 dice for each Pink Horror Icon Bearer in this unit. For each 3+, you receive 1 Fate Point.

MUSICIAN: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Hornblower instead. Add 1 to save rolls for this unit while it includes any Pink Horror Hornblowers.

ABILITIES

Split and Split Again: Should a Horror meet its end at the hands of the enemy, it is capable of splitting itself into lesser daemons and renewing its assault twice over.
Each time an Iridescent Horror or Pink Horror in this unit is slain by a wound or mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 2 Blue Horrors that are added to its unit.

Each time a Blue Horror in this unit is slain by a wound or mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 1 Brimstone Horrors model that is added to its unit.

ADDING AND REMOVING HORRORS
Replacement models that are added to this unit must be set up one at a time within 1" of the position that was occupied by the model they are replacing.

Replacement models that are added to this unit can only be set up within 3" of an enemy unit if a model from this unit is already within 3" of that enemy unit. Replacement models added to this unit can take it above its maximum size.

Designer’s Note: Horrors that flee cannot Split and Split Again. If a Horror Splits and Splits again, it is immediately removed from play and the replacement models are added to the unit before the next wound or mortal wound is allocated to the unit. A Horror that is removed from play because it has Split and Split Again does not count as a slain model for the purposes of the Battleshock rules (core rules, 15.0) and it cannot be returned through the use of rules that allow you to return slain models to the unit.

Petty Vengeance: Some Horrors take petty vengeance on those who harm them by exploding in a blast of flame.
If a model in this unit is slain, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is equal to or greater than the Petty Vengeance Roll for the slain model, that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, HORRORS OF TZEENTCH


16"
3
5+
10
WARSCROLL

Screamers of Tzeentch

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

Unit Size: 3      Points: 100
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Hosts Arcanum army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host
 • Changehost

DESCRIPTION

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

FLY: This unit can fly.

ABILITIES

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

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

KEYWORDS
CHAOS, DAEMON, TZEENTCH, SCREAMERS


6"
1
6+
6
WARSCROLL

The Eyes of the Nine

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

Unit Size: 4      Points: 215
Battlefield Role: None
MODELBASE SIZE
Eyes of the Nine32mm
Horrors25mm
Notes: Single, Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

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

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

ABILITIES

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

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

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


6"
3
5+
6
WARSCROLL

Tzaangor Enlightened

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

Unit Size: 3      Points: 115
Battlefield Role: None
Base size: 40mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Tzaangor Coven
 • Witchfyre Coven

DESCRIPTION

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

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

ABILITIES

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

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

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


16"
4
5+
6
WARSCROLL

Tzaangor Enlightened on Discs of Tzeentch

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

Unit Size: 3      Points: 200
Battlefield Role: None
Base size: 40mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Skyshoal Coven

DESCRIPTION

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

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

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

FLY: This unit can fly.

ABILITIES

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

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

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


16"
4
5+
6
WARSCROLL

Tzaangor Skyfires

Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their targets’ most vulnerable weak spots with confounding accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arrow of Fate
Arrow of Fate24"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow Stave
Bow Stave1"25+5+-1
Vicious Beak
Vicious Beak1"14+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 40mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Skyshoal Coven
 • Tzaangor Coven

DESCRIPTION

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

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

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

FLY: This unit can fly.

ABILITIES

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

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

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


2D6"
5
5+
10
WARSCROLL

Tzeentch Chaos Spawn

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

Unit Size: 1 - -      Points: 70
Battlefield Role: None
Base size: 50mm

DESCRIPTION

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

ABILITIES

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

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


8"
4
5+
5
WARSCROLL

Skin Wolves

Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Teeth and Claws
Teeth and Claws1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None

DESCRIPTION

Each model in a skin Wolves unit is armed with Teeth and Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Bounding Predators: These deadly creatures can move at frightening speed.
This unit can run and still charge later in the turn.

Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKIN WOLVES


Battleline


6"
1
5+
5
WARSCROLL

Kairic Acolytes

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

Unit Size: 10      Points: 125
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Witchfyre Coven

DESCRIPTION

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

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

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

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

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

ABILITIES

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

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

MAGIC

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

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

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, KAIRIC ACOLYTES


6"
2
5+
5
WARSCROLL

Tzaangors

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

Unit Size: 10      Points: 195
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Tzaangor Coven

DESCRIPTION

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

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

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

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

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

ABILITIES

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

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

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

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

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

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


Leader


5"
5
5+
10
WARSCROLL

Changecaster, Herald of Tzeentch

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

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Multitudinous Host

DESCRIPTION

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

ABILITIES

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

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

MAGIC

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

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

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


5"
5
4+
7
WARSCROLL

Curseling, Eye of Tzeentch

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

Unit Size: 1      Points: 185
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

MAGIC

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

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

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


16"
6
4+
8
WARSCROLL

Fatemaster

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

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Arcanite Cabal

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

Hovering Disc of Tzeentch: A Fatemaster mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 1 to save rolls for attacks made with melee weapons that target this unit unless the attacking unit is a MONSTER or can fly.

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

COMMAND ABILITIES

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

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


16"
8
5+
10
WARSCROLL

Fateskimmer, Herald of Tzeentch on Burning Chariot

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

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host
 • Atra’zan’s Blazing Cavalcade

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

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

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

MAGIC

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

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

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


16"
6
5+
10
WARSCROLL

Fluxmaster, Herald of Tzeentch on Disc

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

Unit Size: 1      Points: 155
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

MAGIC

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

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

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


5"
5
6+
8
WARSCROLL

Gaunt Summoner of Tzeentch

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

Unit Size: 1      Points: 255
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

Choose 1 unit from the following list:

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

MAGIC

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

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

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


6"
5
5+
7
WARSCROLL

Magister

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

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

MAGIC

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

Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe.
Bolt of Change has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

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


16"
6
5+
7
WARSCROLL

Magister on Disc of Tzeentch

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

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

MAGIC

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

Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.
Bolt of Change has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

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


6"
8
5+
8
WARSCROLL

Ogroid Thaumaturge

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

Unit Size: 1      Points: 165
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

MAGIC

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

Choking Tendrils: The caster unleashes lashes of arcane energy that strangle the life from their victims.
Choking Tendrils has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds. For each model that is slain by mortal wounds inflicted by this spell, you can heal 1 wound allocated to this model.

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


16"
5
5+
10
WARSCROLL

The Blue Scribes

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

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

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

MAGIC

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

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

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


5"
5
5+
10
WARSCROLL

The Changeling

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

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

DESCRIPTION

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

ABILITIES

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

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

MAGIC

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

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

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


16"
6
5+
6
WARSCROLL

Tzaangor Shaman

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

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Arcanite Cabal

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

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

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

MAGIC

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

Boon of Mutation: The Shaman curses its foes with the dubious gift of Tzeentch’s mutagenic power, transforming its victims into a form more pleasing to the Changer of the Ways.
Boon of Mutation has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. For each model that is slain by mortal wounds inflicted by this spell, you can add 1 TZAANGOR model to an existing TZAANGOR unit in your army. If you do so, set up that TZAANGOR model within 1" of a friendly TZAANGOR unit that is within 12" of the caster. The model can only be set up within 3" of an enemy unit if the friendly unit was within 3" of that enemy unit before any models were added.

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


6"
5
5+
7
WARSCROLL

Vortemis the All-seeing

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

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

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

ABILITIES

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

MAGIC

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

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

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


Leader, Behemoth


14
4+
10
WARSCROLL

Kairos Fateweaver

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

Unit Size: 1      Points: 435
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Omniscient Oracles

DESCRIPTION

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

FLY: This model can fly.

ABILITIES

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

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

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

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

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

MAGIC

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

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

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


14
4+
10
WARSCROLL

Lord of Change

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

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Changehost
 • Omniscient Oracles
 • Overseer’s Fate-twisters

DESCRIPTION

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

FLY: This model can fly.

ABILITIES

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

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

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

MAGIC

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

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

COMMAND ABILITIES

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

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


20
4+
10
WARSCROLL

Exalted Greater Daemon of Tzeentch

With a wave of its talons, an Exalted Greater Daemon of Tzeentch can hurl its foes into the nightmarish Realm of Chaos or bathe them in deadly magical fires. They are the most malefic servants of the God of Sorcery, and their very forms flicker with arcane energies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Tzeentch
Staff of Tzeentch3"33+-2
Curved Beak and Wicked Talons
Curved Beak and Wicked Talons1"43+3+-12
DAMAGE
Wounds SufferedMoveStaff of TzeentchInfernal Gateway
0-910"2+2+
10-119"2+3+
12-158"3+3+
16+7"3+4+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 515
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

DESCRIPTION

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

FLY: This model can fly.

WIZARD: This model can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

ABILITIES

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

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

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

Beacon of Sorcery: Spreading its arms wide, the Exalted Greater Daemon of Tzeentch saturates the area with magic.
Add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS that are wholly within 12" of this model.

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


Behemoth


12
3+
6
WARSCROLL

Chaos Siege Gargant

Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Colossal Hook-blades
Colossal Hook-blades3"4+3+-12
Lashing Chains
Lashing Chains2"D63+5+-1
DAMAGE
Wounds SufferedMoveColossal Hook-blades
0-57"7
6-76"6
8-95"5
10+4"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble monstrous rampage with this model, the terrain feature is demolished on a 2+ instead of a 3+.

Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3 mortal wounds unless it is a GARGANT. This model is then removed from play.

KEYWORDS
CHAOS, GARGANT, MONSTER, SIEGE GARGANT


22
4+
6
WARSCROLL

Chaos War Mammoth

A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelins and Axes
Marauder Javelins and Axes10"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Goring Tusks
Goring Tusks3"1
See below
Trampling Feet
Trampling Feet1"4+3+-2D3
DAMAGE
Wounds SufferedMoveGoring TusksTrampling Feet
0-1012"510
11-1410"48
15-198"36
20+6"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.

CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6 mortal wounds. This model is then removed from play.

Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a MONSTER. For each 3+, the target unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH


13
5+
7
WARSCROLL

Curs’d Ettin

A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Fist
Crushing Fist2"13+-2D6
Stomp
Stomp1"4+3+-12
DAMAGE
Wounds SufferedMoveCrushing FistStomp
0-610"2+5
7-88"3+4
9-107"3+3
11+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

The Curs’d Ettin is armed with a Crushing Fist and Stomps.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3 mortal wounds.

Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.

KEYWORDS
CHAOS, MORTAL, MONSTER, CURS’D ETTIN


11
5+
10
WARSCROLL

Gigantic Chaos Spawn

Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations2"2D63+3+-1
Slavering Maws
Slavering Maws1"D64+3+D3
DAMAGE
Wounds SufferedMoveSlavering Maws
0-43D6"-2
5-62D6"-2
7-82D6"-1
9+D6"-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your hero phase, roll a dice. On a 1, this model suffers D3 mortal wounds. On a 2+, you can heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.

KEYWORDS
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN


12
4+
6
WARSCROLL

Warpfire Dragon

Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire
Warpfire12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Jaws
Snapping Jaws2"D33+-1D6
Twisted Claws
Twisted Claws1"3+3+-12
DAMAGE
Wounds SufferedMoveSnapping JawsTwisted Claws
0-512"3+5
6-710"3+4
8-98"4+3
10+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

FLY: This model can fly.

ABILITIES

Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. This model is then removed from play.

Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6, the target unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON


Warscroll Battalion


Warscroll Battalion

Aether-eater Host

PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Fate Legion

ABILITIES

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


Warscroll Battalion

Alter-kin Coven

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Arcanite Cult

ABILITIES

Boon of Mutation: Enemies of an Alter-kin Coven are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of a friendly unit from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 TZAANGOR model to an existing TZAANGOR unit in your army. If you do so, set up that TZAANGOR model within 1" of a friendly TZAANGOR unit that is within 9" of the slain model. The model can only be set up within 3" of an enemy unit if the friendly TZAANGOR unit was within 3" of that enemy unit before any models were added.


Warscroll Battalion

Arcanite Cabal

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Arcanite Cult

ABILITIES

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


Warscroll Battalion

Arcanite Cult

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

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

ABILITIES

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


Warscroll Battalion

Changehost

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Fate Legion

ABILITIES

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


Warscroll Battalion

Fate Legion

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

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

ABILITIES

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


Warscroll Battalion

Multitudinous Host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Fate Legion

ABILITIES

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


Warscroll Battalion

Omniscient Oracles

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

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

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


Warscroll Battalion

Overseer’s Fate-twisters

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Fate Legion

ABILITIES

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


Warscroll Battalion

Skyshoal Coven

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Arcanite Cult

ABILITIES

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


Warscroll Battalion

Tzaangor Coven

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Arcanite Cult

ABILITIES

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


Warscroll Battalion

Warpflame Host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Fate Legion

ABILITIES

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


Warscroll Battalion

Witchfyre Coven

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Arcanite Cult

ABILITIES

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


Warscroll Battalion

Atra’zan’s Blazing Cavalcade

Atra’zan the Immolator seeks to engulf the Mortal Realms in an arcane firestorm. To see this done, he has assembled a troupe of daemonic pyromaniacs who surge into battle like a living inferno, delighting in the agonised screams of burning mortals and the stench of charred flesh.
ORGANISATION
 • 1 Fateskimmer, Herald of Tzeentch on Burning Chariot (Atra’zan the Immolator)
 • 1-3 Horrors of Tzeentch units with a combined model count of no more than 30 models
The Fateskimmer, Herald of Tzeentch, on Burning Chariot from this battalion is a unique named character. All units from this battalion must have the ETERNAL CONFLAGRATION keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Gleeful Immolation: As Atra’zan’s summoned flames whirl about his Cavalcade, the daemons become a living conflagration that spreads the fires of change with reckless, joyful abandon.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion that made a charge move in the same turn. If you intend to complete the Reckless Abandon agenda from Battletome: Disciples of Tzeentch, you cannot pick units from this battalion to complete the agenda.

The Opus Infernus: Atra’zan’s devotion to immolating the enemies of anarchy has earned him the boon of wielding the Opus Infernus.
Atra’zan the Immolator knows the Tzeentch’s Firestorm spell from the Lore of Change in Battletome: Disciples of Tzeentch in addition to any other spells he knows, and you can add 2 to the casting roll when he attempts to cast that spell.


Endless Spell


Endless Spell WARSCROLL

Burning Sigil of Tzeentch

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

Unit Size: -      Points: 85
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.

Radiant Transmogrification: The sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.
At the end of their movement phase, if this endless spell is on the battlefield, the commanding player must roll a dice on the following table:

D6Effect
1Dismembered by Change: Pick 1 unit within 9" of this endless spell and visible to it, and roll a dice. On a 4+, that unit suffers D3 mortal wounds. If any models are slain by those mortal wounds, before removing the first slain model, you can add 1 TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.
2Crippling Appendages: Pick 1 unit within 9" of this endless spell and visible to it. Halve the Move characteristic of that unit until the start of your next hero phase.
3-4Mutative Flux: Pick 1 unit within 9" of this endless spell and visible to it. That unit can move D6" even if it ran in the same turn.
5Spawning Limbs: Pick 1 unit within 9" of this endless spell and visible to it. Add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.
6Shifting Aura: Pick 1 unit within 12" of this endless spell and visible to it. Subtract 1 from hit rolls for attacks that target that unit until the start of your next hero phase.


Endless Spell WARSCROLL

Daemonic Simulacrum

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

Unit Size: -      Points: 90
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 9" and can fly.

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


Endless Spell WARSCROLL

Tome of Eyes

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

Unit Size: -      Points: 55
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 1". If successfully cast, set up this endless spell within range and visible to the caster, and more than 1" from all other models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.

A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.

LINKED: After the model that summoned this endless spell has moved, remove this endless spell from the battlefield and set it up again within 1" of that model and more than 1" from all other models, other endless spells and invocations. If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

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

The Parchment Curse: The Tome’s flames intensify, its eyes twitching frantically as it seeks new prey for the curses on its parchment leaves.
The Parchment Curse is a spell that is known by the model that summoned this endless spell while this endless spell is on the battlefield. It has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a dice. On a 3+, that unit suffers D3 mortal wounds. In addition, for each model slain by those mortal wounds, subtract 1 from the Bravery characteristic of that model’s unit (to a minimum of 1) for the rest of the battle.
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.
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.
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).
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.

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

None

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

None
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).
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.
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.
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).

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

None
Leader, Behemoth
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.

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

None

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

None
Battleline
Leader

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

None
Battleline
Leader

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

None
Battleline
Leader

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

None

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

None
Battleline
Leader
Behemoth

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

None
Leader
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.

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

Battleline

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

Leader
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.

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

Leader

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

None

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

Leader
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.
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.

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

None

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

Leader

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

Battleline
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
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 MARK OF CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:

Behemoth

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

None

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

Leader

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

None
© Vyacheslav Maltsev 2013-2021