Disciples of Tzeentch

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

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


Books

BookKindEditionLast update
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Rules Updates
  Rules UpdatesRulebook4January 2026
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome4January 2026
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Legends compendium
  Legends compendiumWarscroll4October 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Helsmiths of Hashut
  Helsmiths of HashutBattletome4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Blades of Khorne
  Blades of KhorneBattletome4July 2025
  Pyrofane Cult
  Pyrofane CultWhite Dwarf4July 2025
  Scourge of Ghyran - Disciples of Tzeentch
  Scourge of Ghyran - Disciples of TzeentchExpansion4May 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Slaves to Darkness
  Slaves to DarknessBattletome4December 2024
  Skaven
  SkavenBattletome4September 2024

Faction Rules


Battle Traits

Disciples of Tzeentch armies can use the following abilities:

Once Per Battle (Army), Deployment Phase
ELDRITCH ILLUSIONS: The Disciples of Tzeentch delight in spreading confusion amongst their foes with cunningly woven glamours.

Declare: Pick up to 3 friendly non-MONSTER DISCIPLES OF TZEENTCH units on the battlefield to be the targets.

Effect: Remove the targets from the battlefield and set them up in reserve masked by illusion.

Friendly units that are masked by illusion are destroyed at the end of the fifth battle round and not at the start of the fourth battle round.

Once Per Turn (Army), Any Hero Phase
SMOKE AND MIRRORS: With sudden and terrible clarity, Tzeentch’s foes realise they have been fighting the wrong enemy all along.

Declare: Pick a friendly non-MONSTER DISCIPLES OF TZEENTCH unit that was not set up using this ability in the previous turn to be the target, then pick a friendly unit that is masked by illusion to be the substitute.

Effect: Set up the substitute wholly within 6" of the target and not in combat. Then, remove the target from the battlefield and set it up in reserve masked by illusion.

Once Per Battle (Army), Deployment Phase
SILVER SIMULACRUM: Like some amorphous organism, an Argent Shard splits in two to double its arcane potency.

Effect: If there is a friendly Argent Shard on the battlefield, you can set up 1 additional Argent Shard on the battlefield. It must be set up wholly within friendly territory and more than 3" from all objectives and other terrain features.

Designer’s Note: The original Argent Shard is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.

Passive
ALL PART OF THE PLAN: Tzeentch is all-seeing and all-knowing, and even setbacks may ultimately serve his destined ends.

Effect: You start the battle with 0 fate points.
Gain 1 fate point each time:
  • You lose the priority roll.
  • A spell cast by a friendly DISCIPLES OF TZEENTCH unit is unbound.
  • A friendly DISCIPLES OF TZEENTCH unit miscasts a spell.
  • Your opponent gains control of an objective that you controlled at the start of the turn.
  • A friendly Argent Shard is destroyed.

Passive
1+
DESTINED TO SERVE: Those chosen by the Change God are not permitted to fall until they have served their fated purpose.

Effect: Before allocating damage points to a friendly DISCIPLES OF TZEENTCH unit, you can spend any number of fate points. For each fate point you spend, remove 1 damage point in that unit’s damage pool.

Reaction: You declared a SPELL ability for a DISCIPLES OF TZEENTCH unit
1+
DESTINED ARCANA: Tzeentch imbues the spell with a fraction of his limitless arcane might.

Used By: The unit using that SPELL ability.

Effect: Spend any number of fate points. For each fate point you spend, add 1 to the casting roll for that spell.

Reaction: You declared a CHARGE ability for a DISCIPLES OF TZEENTCH unit in your turn
1+
DESTINED FOR BATTLE: Hand-to-hand combat is a crude pursuit, but it has its uses.

Used By: The unit using that CHARGE ability.

Effect: Spend any number of fate points. For each fate point you spend, add 1 to the charge roll for that CHARGE ability.

Battle Formations

You can pick 1 of the following battle formations for a Disciples of Tzeentch army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Fated Blades0
Denizens of the Silver Towers0
Malevolent Schemers0
Mutants and Mad Things0
Masters of Fate0
Spellweaver Coven0

Fated Blades

Passive
COMETH THE HOUR: As moment of preordained glory, these warriors attack with renewed zeal.

Effect: If you make a charge roll of 9+ for a friendly DISCIPLES OF TZEENTCH unit, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.


Denizens of the Silver Towers

Passive
TWIST OF FATE: Those who dwell within the Silver Towers are suffused by an aura of fate‑altering magic.

Effect: Each time a friendly DISCIPLES OF TZEENTCH unit uses an ability that requires you to spend 1 or more fate points, after that ability has been resolved, roll a dice. On a 4+, gain 1 fate point.

If you remove 1 or more damage points from the damage pool of a friendly DISCIPLES OF TZEENTCH unit as a result of the ‘Destined to Serve’ ability, after the damage sequence for that unit has been resolved, roll a dice. On a 4+, gain 1 fate point.


Malevolent Schemers

Once Per Turn (Army), Start of Any Turn
INEVITABLE ENDING: It is the duty of some simply to die, for their lifeblood will grease the ever‑turning cogs of fate.

Declare: Pick a unit (friendly or enemy) to be the target.

Effect: If the target is destroyed this turn, gain 1 fate point.


Mutants and Mad Things

Once Per Turn (Army), Your Movement Phase
HIDEOUS UNPREDICTABILITY: Tzeentch’s strange blessings allow his malformed servants to outmanoeuvre and outflank their prey.

Declare: Pick a friendly unit that is masked by illusion to be the target.

Effect: Set up the target wholly within 6" of a battlefield edge and more than 9" from all enemy units.


Masters of Fate

Passive
SYMBIOTIC MADNESS: Arcanites who battle alongside the daemons of their manipulative deity receive maddening glimpses of the twisting strands of fate, allowing them to take advantage of fleeting gaps in their foes’ defences in the press of combat.

Effect: Friendly ARCANITE units’ melee weapons have Crit (2 Hits) while they are wholly within 12" of a friendly DISCIPLES OF TZEENTCH DAEMON unit.


Spellweaver Coven

Once Per Turn (Army), Your Combat Phase
SORCERERS OF WAR: These champions of Tzeentch bring the fires of change directly to their god’s foes, revelling in the infinite fractals of fate that spiral from the madness of a melee.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD that is in combat to be the target.

Effect: The target can use a non-SUMMON SPELL ability as if it were your hero phase, but only the caster or enemy units in combat with the caster can be picked to be the targets of that SPELL ability.

Heroic Traits

Champions of Destiny

non-HERO only

BATTLE PROFILE
NamePoints
SILVER SUMMONER0
GRAND ILLUSIONIST0
DEVOLVING AURA0
Your Movement Phase
1
SILVER SUMMONER: This hero can channel an Argent Shard’s eldritch power to create uncanny simulacra of fallen warriors.

Declare: Pick a friendly non-WARFLOCK ARCANITE unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) more than 9" from all enemy units and wholly within 12" of a friendly Argent Shard that is visible to this unit.

Any Hero Phase
GRAND ILLUSIONIST: This hero is a supreme mountebank, able to fabricate convincing illusions that allow them to slip away undetected.

Effect: If this unit was set up this turn, it can move D3". That move cannot pass through or end within the combat range of an enemy unit.

Any Hero Phase
DEVOLVING AURA: Enemies that stray close to this hero are stricken by hideous malformations.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. Add 1 to the roll if any damage points were allocated to the target this phase. On a 3+, the target has a maximum control score of 1 until the start of your next turn.

Artefacts of Power

Fated Artefacts

non-HERO only

BATTLE PROFILE
NamePoints
FATE SLICER10
CLOAKED IN WYRDFLAME0
KAIRIC TOME0
End of Any Turn
FATE SLICER: This curving crystal blade can cut a victim’s soul from the tapestry of fate.

Effect: Gain 1 fate point if any models were slain by this unit this turn.

Passive
CLOAKED IN WYRDFLAME: The bearer is engulfed in a wyrdflame blaze so intense that enemies shrink before it.

Effect: Subtract 1 from wound rolls for attacks that target this unit.

Reaction: You declared a SPELL ability for a DISCIPLES OF TZEENTCH unit wholly within 6" of this unit
KAIRIC TOME: Said to be penned by the Fateweaver himself, this tome is filled with all manner of eldritch secrets.

Effect: Add 1 to or subtract 1 from the casting roll for that spell. This unit can use this ability more than once per phase but only once per SPELL ability.


Esoteric Treasures

non-HERO only

BATTLE PROFILE
NamePoints
MUTATING BLADE0
ARCANE SIPHON0
SPELL-CATCHER AMULET0
Deployment Phase
MUTATING BLADE: An iridescent flamberge, an axe with nine edges, a lash ending in an eagle’stalon: the form of the bearer’s weapon constantly shifts, making its strikes impossible to predict.

Effect: Pick 1 of this unit’s melee weapons. That weapon’s Attacks characteristic is 2D6 for the rest of the battle.

Once Per Turn (Army), Your Hero Phase
ARCANE SIPHON: This enigmatic device can drain the animating force from nearby magical emanations and transmute it into a shimmering, rejuvenating tonic.

Declare: Pick a visible MANIFESTATION (friendly or enemy) that was not set up this turn and is within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • The target is banished.
  • Heal (X) this unit, where X is the target’s Health characteristic.

Once Per Turn (Army), Your Hero Phase
SPELL-CATCHER AMULET: This amulet, in the shape of an unblinking eye, devours the residual energies of arcane manifestations that have been unravelled, re-imagining them in forms more pleasing to the Changer of the Ways.

Declare: This unit can use this ability if any enemy MANIFESTATIONS were banished this phase.

Effect: This unit can use a SUMMON ability from the manifestation lore you picked during army composition. That SUMMON ability does not count towards the total number of SPELL or BANISH abilities this unit can use this phase.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Fate0
Lore of Change0

Lore of Fate

Your Hero Phase
6
INFERNAL GATEWAY: The sorcerer opens a portal to the Realm of Chaos, pulling enemies to their doom.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, pick a visible enemy unit within 18" of them that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: Roll either 5 dice or a number of dice equal to the number of fate points you have. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WYRDFLAME HAZE: The caster causes the smoke from arcane blazes to linger on the battlefield, obscuring those lurking within.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly DISCIPLES OF TEENTCH units are not visible to enemy units more than 12" from them while those friendly units are wholly within 12" of a friendly DISCIPLES OF TZEENTCH unit that was set up in the same turn.
KEYWORDSSPELL

Your Hero Phase
7
SHIELD OF FATE: There is little better protection than to be guided by destiny itself and to be defended by the very hand of fate.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, pick a visible friendly DISCIPLES OF TZEENTCH unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has WARD (5+).
  • Subtract 1 from hit rolls for attacks that target that unit.
KEYWORDSSPELL


Lore of Change

Your Hero Phase
7
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, pick a visible enemy unit within 18" of them that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. Subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
FOLD REALITY: The sorcerer contorts the very fabric of the cosmos, allowing their minions to slip from hither to thither in an eye-blink.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: You can pick a friendly non-MONSTER DISCIPLES OF TZEENTCH unit wholly within 12" of the caster and set it up in reserve masked by illusion. Then, you can pick a friendly unit that is masked by illusion and set it up wholly within 12" of the caster and more than 9" from all enemy units.

Designer’s Note: Both parts of the effect are optional; you can carry out either part or both.
KEYWORDSSPELL

Your Hero Phase
6
TRANSFORMED TO SPAWN: Tzeentch is the Changer of the Ways; to be in the presence of his minions risks being mutated into a Chaos Spawn.

Declare: Pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If any models are slain by this ability, you can pick a friendly Chaos Spawn of Tzeentch unit that is masked by illusion and set it up on the battlefield in combat with the target and not in combat with any other enemy units.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Tzeentch0

Manifestations of Tzeentch

Your Hero Phase
6
SUMMON BURNING SIGIL OF TZEENTCH: Brief incantations in the Dark Tongue see these burning symbols of worship spark into reality.

Declare: If there is not a friendly Burning Sigil of Tzeentch on the battlefield, pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Burning Sigil of Tzeentch wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON DAEMONIC SIMULACRUM: The wizard draws upon their understanding of change-lore to create a temporary portal for this mirage to enter the fray.

Declare: If there is not a friendly Daemonic Simulacrum on the battlefield, pick a friendly DISCIPLES OF TZEENTCH WIZARD To cast this spell, then make a casting roll of 2D6.

Effect: Set up a Daemonic Simulacrum wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
5
SUMMON TOME OF EYES: With a snap of the conjurer’s fingers, the Tome appears at their side from a spark of blue wyrdflame.

Declare: If there is not a friendly Tome of Eyes on the battlefield, pick a friendly DISCIPLES OF TZEENTCH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Tome of Eyes wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

Change-Cult Uprising

When you pick the Disciples of Tzeentch faction for your army, you can choose for it to be a Change-cult Uprising Army of Renown. If you do so, use the faction rules on these pages instead of the Disciples of Tzeentch faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the CHANGE-CULT keyword.

ROSTER OPTIONS
  • Any non-WARFLOCK ARCANITE units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Battle (Army), Deployment Phase
SILVER SIMULACRUM: Like some amorphous organism, an Argent Shard splits in two to double its arcane potency.

Effect: If there is a friendly Argent Shard on the battlefield, you can set up 1 additional Argent Shard on the battlefield. It must be set up wholly within friendly territory and more than 3" from all objectives and other terrain features.

Designer’s Note: The original Argent Shard is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.

Once Per Battle (Army), Deployment Phase
ILLUSORY INFILTRATION: Cunning glamours conceal the advance of Kairic cultists.

Declare: Pick up to 3 friendly non-reinforced CHANGE-CULT Kairic Acolytes units to be the targets.

Effect: Remove the targets from the battlefield and set them up again wholly within 3" of a terrain feature and not in combat.

Once Per Turn (Army), Any Hero Phase
PUPPET ON A STRING: Whether they know it or not, the enemy hero serves the will of Tzeentch.

Declare: Pick an enemy HERO within 24" of and visible to a friendly CHANGE-CULT HERO to be the target.

Effect: For the rest of the turn, each time the target uses a CORE ability, gain 1 fate point.

Designer’s Note: You can only gain fate points using this ability and the ‘Spell-eater Pendant’ ability.

Once Per Turn (Army), Any Hero Phase
1
OVERTAKEN BY EVENTS: Stricken by indecision, the enemy’s leader flails helplessly.

Declare: Spend 1 fate point. Then, pick an enemy unit within 24" of and visible to a friendly CHANGE-CULT HERO to be the target.

Effect: The target cannot use commands for the rest of the turn.

Once Per Turn (Army), End of Any Turn
1
SEEDS OF DISCORD: Cunning lies and misdirections cause infighting amongst the foe.

Declare: Spend 1 fate point. Then, pick an enemy model within 24" of and visible to a friendly CHANGE-CULT HERO to be the target, then pick another enemy unit within the target’s combat range to be the victim.

Effect: Pick 1 of the target’s melee weapons. Immediately resolve combat attacks for the target made with that weapon against the victim.


Heroic Traits

HERO only
Your Movement Phase
1
CALL OF ANARCHY: As the uprising swells, its architect calls forth more cultists to join the anarchy.

Declare: Pick a terrain feature within 18" of this unit, then pick a friendly non-HERO CHANGE-CULT unit that is masked by illusion or that has been destroyed to be the target.

Effect: If you picked a unit that is masked by illusion, set it up wholly within 3" of that terrain feature and more than 6" from all enemy units.

If you picked a unit that has been destroyed, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 3" of that terrain feature and more than 6" from all enemy units.

Designer’s Note: Units can be set up in reserve masked by illusion using the Fatemaster’s ‘Long in the Planning’ ability.


Artefacts of Power

HERO only
Passive
SPELL-EATER PENDANT: This amulet devours magic and channels it to empower its bearer.

Effect: Each time this unit unbinds a spell or banishes an enemy MANIFESTATION, gain 1 fate point.


Spell Lore

Your Hero Phase
6
ELDRITCH STRENGTH: The caster imbues their minions with supernatural might.

Declare: Pick a friendly CHANGE-CULT WIZARD to cast this spell, pick a visible friendly CHANGE-CULT unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SHIFTING MANIFESTATIONS: In the blink of an eye, the caster banishes one manifestation and uses its power to bring forth another.

Declare: Pick a friendly CHANGE-CULT WIZARD to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

The Oracles of Fate

When you pick the Disciples of Tzeentch faction for your army, you can choose for it to be the Oracles of Fate Army of Renown. If you do so, use the faction rules on these pages instead of the Disciples of Tzeentch faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the ORACLES OF FATE keyword.

ROSTER OPTIONS
  • Kairos Fateweaver
  • Any DISCIPLES OF TZEENTCH DAEMON units
  • You cannot include Regiments of Renown or faction terrain

Battle Traits

Deployment Phase
MASTERS OF DESTINY: To serve the Changer of the Ways is to instinctively understand the ebb and flow of future events and be able to manipulate their potential to the fullest.

Effect: Roll 9 dice and place them to one side. These are your destiny dice. Destiny dice can be spent during the battle to change certain dice rolls. You can never have more than 9 destiny dice at once.

During the battle, instead of making a roll from the list below for a friendly ORACLES OF FATE unit, you can spend your destiny dice. The roll you would have made is replaced with the roll on the destiny dice you spend. If you want to replace a 2D6 roll, 3D6 roll, etc. you must spend a number of destiny dice equal to the number before ‘D6’. Any rolls that have been replaced count as unmodified rolls, and they cannot be re-rolled or modified by other friendly abilities except for those that apply negative modifiers (but they can be modified by enemy abilities). You cannot spend destiny dice to replace re-rolls.

Destiny dice can be spent in place of the following dice rolls:
  • Casting rolls
  • Unbinding rolls
  • Banishment rolls
  • Run rolls
  • Charge rolls in your turn
  • Hit rolls
  • Wound rolls
  • Save rolls

Once Per Battle Round, Start of Your Turn
NINEFOLD BLESSINGS: Nine is the sacred number of Tzeentch and presages great victories and glories for his servants.

Declare: You can only use this ability if the total value of your unspent destiny dice is exactly 9.

Effect: Re-roll all of your unspent destiny dice. Then, until the start of your next turn:
  • Friendly ORACLES OF FATE units have WARD (5+).
  • Subtract 1 from save rolls for enemy units.

Designer’s Note: Add together the values shown on each unspent destiny dice to find the total value.


Heroic Traits

HERO only
Your Hero Phase
NEXUS OF FATE: Tzeentch’s favoured servants manipulate what mortals consider ‘destiny’ as if it were a puppet.

Effect: Roll a dice. If you have 9 unspent destiny dice, you must replace 1 of your destiny dice with that roll. Otherwise, place that dice to one side as a destiny dice.


Artefacts of Power

HERO only
Your Movement Phase
CORRUPTED LEYSTONE: This obsidian stone is attuned to sites of arcane power, allowing the bearer to teleport between ley lines.

Effect: If this unit is contesting an objective, remove it from the battlefield and set it up again contesting an objective and more than 7" from all enemy units.


Spell Lore

Your Hero Phase
7
FATEWEAVER’S GIFT: Kairos can bestow his extraordinary insight into the past and future upon those he considers worthy.

Declare: Pick a friendly ORACLES OF FATE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Pick 1 of the following effects:

Change the Past: Pick an enemy unit within 12" of and visible to the caster, that is in combat and that has not been picked to be the target of this ability this turn to be the target. Roll either 4 dice or a number of dice equal to the number of unspent destiny dice you have. For each 4+, inflict 1 mortal damage on the target.

Seize the Present: Until the start of your next turn, add 1 to run rolls and charge rolls for friendly ORACLES OF FATE units while they are wholly within 12" of the caster.

Predict the Future: Roll a dice. You must replace 1 of your destiny dice with that roll.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SHIFTING MANIFESTATIONS: In the blink of an eye, the caster banishes one manifestation and uses its power to bring forth another.

Declare: Pick a friendly ORACLES OF FATE WIZARD to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Warhammer Legends: Army of Renown

Pyrofane Cult

When you pick the Disciples of Tzeentch faction for your army, you can choose for it to be a Pyrofane Cult Army of Renown. If you do so, use the faction rules on these pages instead of the Disciples of Tzeentch faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the PYROFANE keyword.

ROSTER OPTIONS
  • Any non-WARFLOCK ARCANITE
  • 0-1 Gaunt Summoner or Gaunt Summoner on Disc of Tzeentch
  • You cannot include Regiments of Renown

REGIMENT OPTIONS
Any Pyrozealot can join to a regiment led by Gaunt Summoner, Gaunt Summoner on Disc of Tzeentch, Pyrofane Fusil-Major on Ogor Warhulk, Magister, Magister on Disc of Tzeentch

Battle Traits

Passive
WYRDFLAME BARRAGE:: Tzeentchian fire consumes stone and metal as voraciously as it does living flesh, swiftly burning foes out of cover.

Effect: When picking targets for shooting attacks made by friendly units with weapons that have the Wyrdflame weapon ability, you can also pick terrain features that are visible to and within range of the attacking model to be targets. Non FACTION TERRAIN terrain features are considered to have a Save characteristic of 5+ and infinite Health for the purposes of this ability.

If any damage points were allocated to a terrain feature by those attacks, after the SHOOT ability has been resolved, roll a dice. If the result is less than or equal to the number of damage points allocated to that terrain feature in this phase, it has the WYRDPYRE keyword for the rest of the battle.

Designer’s Note: As non-FACTION TERRAIN features are treated as having infinite Health for the purposes of this ability, you can remove all damage points allocated to them at the end of the shooting phase.

Deployment Phase
HIDDEN INSTIGATOR: The arcane agents of the Pyrofane Cult conceal themselves until the moment is right to spark the inferno.

Declare: Pick a friendly WIZARD to use this ability if it has not been deployed.

Effect: Set up that unit in reserve hidden among cultists. It has now been deployed. Friendly units that are hidden among cultists are not automatically destroyed at the start of the fourth battle round.
KEYWORDSDEPLOY

Any Hero Phase
DECEPTION REVEALED: When the servants of the Arch-Manipulator reveal their schemes, it is already too late for their victims.

Declare: Pick a friendly PYROFANE WIZARD that is hidden among cultists to use this ability, then pick a friendly PYROFANE INFANTRY unit with 3 or more models to be the target.

Effect: Set up that WIZARD within the combat range of the target. It can be set up in combat. In addition, if that WIZARD uses the ’Magical Intervention’ command this phase, no command points are spent to do so.

Once Per Turn (Army), End of Any Turn
RALLY THE WARCLANS: As spiteful as they are insane, Kairic Acolytes of the Pyrof ane Cult would rather burn than give up an inch of ground.

Declare: Pick an objective being contested by any friendly Kairic Acolyte units to be the target.

Effect: The target objective has the WYRDPYRE keyword for the rest of the battle.

Once Per Battle Round (Army), Start of Battle Round
POSSESSED BY THE POWER OF THE WAAAGH!: The pyromaniacs of the Cult would gladly watch Tzeentch's sorcerous flames spread to consume the realms entire.

Declare: You must use this ability at the start of the battle round if there are WYRDPYRES on the battlefield.

Effect: Resolve the effect below that corresponds to the number of WYRDPYRES on the battlefield:

1-2: Inflict 1 mortal damage on each unit within 3" of any WYRDPYRES. Add 2" to the Move characteristic of friendly units that were allocated any of that damage for the rest of the battle round.

3-4: Inflict D3 mortal damage on each unit within 3" of any WYRDPYRES. Add 1 to wound rolls for combat attacks made by friendly units that were allocated any of that damage for the rest of the battle round.

5-6: Inflict D3 mortal damage on each unit within 6" of any WYRDPYRES. Add 1 to the Attacks characteristic of melee weapons used by friendly units that were allocated any of that damage for the rest of the battle round.

7-8: Inflict D3 mortal damage on each unit within 6" of any WYRDPYRES. For friendly units that were allocated any of that damage, for the rest of the battle round:
  • Add 1 to wound rolls for their combat attacks.
  • Add 2" to their Move characteristic.
  • Add 1 to the Attacks characteristic of their melee weapons.

9+: Inflict D3+3 mortal damage on each unit within 6" of any WYRDPYRES. Then, pick a non-FACTION TERRAIN terrain feature with the WYRDPYRE keyword to reduce to ash. Each player must remove all models that are on that terrain feature and set them up again within 3" of it, but not on it, starting with the active player. Those models can be set up in combat. Models that cannot Ge set up in this manner are slain. Then, remove that terrain feature from the battlefield


Heroic Traits

Passive
WYRDFLAME AEGIS: Wreathed in a cloak of shifting flame, this champion can stride without care into the heart of the inferno.

Effect: You can ignore mortal damage inflicted on this unit by the 'Immolation of the Realms' ability, and if damage would have been inflicted upon it by that ability, the persisting effects from that ability apply to it as though it had been allocated damage by the ability.


Artefacts of Power

Once Per Turn, Your Movement Phase
PYROFLUX CONDUIT: This pulsing sliver of crimson crystal allows the bearer and a chosen few allies to leap between gouts of flame.

Declare: This unit can only use this ability if it is within 3" of a WYRDPYRE terrain feature. You can pick another friendly PYROFANE unit wholly within 12" of this unit to be the target.

Effect: Remove this unit from the battlefield, then set it up again wholly within 9" of a WYRDPYRE terrain feature and more than 9" from all enemy units. Then, if you picked a target, remove the target from the battlefield and set it up again wholly within 9" of this unit and more than 9" from all enemy units.


Spell Lore

Your Hero Phase
4
FLAMING WEAPON: A sorcerous athame is already a potent weapon, but doubly so when wreathed in angry flames.

Declare: Pick a friendly PYROFANE WIZARD to cast this spell, pick a visible friendly PYROFANE HERO wholly within 12" of them to be the target, then make a casting roll of2D6.

Effect: Add 1 to the Damage characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
8
SUMMON CULT LEADER: Misdirection potent weapons of the Pyrofane Cult, ensuring their masters have free rein to control the battlefield.

Declare: Pick a friendly PYROFANE WIZARD to cast this spell, pick a friendly WIZARD that has been destroyed to be the target, then make a casting roll of 2D6.

Effect: Set up a replacement unit identical to the target in reserve hidden among cultists.
KEYWORDSSPELL

Your Hero Phase
7
BURNING ANGUISH: A sudden eruption of white-hot, burning agony is enough to dissuade enemy leaders from rallying their troops.

Declare: Pick a friendly PYROFANE WIZARD to cast this spell, pick a visible enemy unit within 18" of them and which had any damage points allocated to it this battle round by the ’Immolation of the Realms’ ability to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the battle round.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
7
SUMMON BURNING SIGIL OF TZEENTCH: Brief incantations in the Dark Tongue see these burning symbols of worship spark into reality.

Declare: Pick a friendly PYROFANE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Burning Sigil of Tzeentch wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Passive
1+
DESTINED TO SERVE: Those chosen by the Change God are not permitted to fall until they have served their fated purpose.

Effect: Before allocating damage points to a friendly DISCIPLES OF TZEENTCH unit, you can spend any number of fate points. For each fate point you spend, remove 1 damage point in that unit’s damage pool.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The non-WARFLOCK ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
The CHANGE-CULT keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
Infantry
Faction Terrain
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
The CHANGE-CULT HERO keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

Passive
SPELL-EATER PENDANT: This amulet devours magic and channels it to empower its bearer.

Effect: Each time this unit unbinds a spell or banishes an enemy MANIFESTATION, gain 1 fate point.
The non-UNIQUE CHANGE-CULT HERO keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
The non-HERO CHANGE-CULT keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry
Faction Terrain
The CHANGE-CULT WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
The ORACLES OF FATE keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
Monster Hero
War Machine Hero
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
The ORACLES OF FATE WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:

Infantry Hero
Cavalry Hero
Infantry
Monster Hero
War Machine Hero
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Pyrozealot.

Infantry Hero
The PYROFANE WIZARD keyword is used in the following Fyreslayers warscrolls:

Infantry Hero
Cavalry Hero
The PYROFANE INFANTRY keyword is used in the following Fyreslayers warscrolls:

Infantry Hero
Infantry
Enemy Hero Phase
1
MAGICAL INTERVENTION: A warrior learned in the mystic arts utters a rapid incantation to disrupt the enemy’s plans.

Declare: Pick a friendly WIZARD or PRIEST to use this ability.

Effect: That friendly unit can use a SPELL or PRAYER ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from casting rolls or chanting rolls made as part of that ability.
Those HEROES can join an eligible regiment as a PYROFANE HERO.

Infantry Hero
Cavalry Hero
Army List
Warscrolls collated

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