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 TzeentchFaction Pack4December 2025
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Rules Updates
  Rules UpdatesRulebook4December 2025
  Legends compendium
  Legends compendiumWarscroll4October 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Helsmiths of Hashut
  Helsmiths of HashutBattletome4September 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

Designers’ Commentary

Faction Pack: Disciples of Tzeentch

Q:Can the target of ‘Sorcerers of War’ attempt to cast a spell in the combat phase if that wizard already attempted to cast in the hero phase of the same turn?
A:
Yes.

Battletome: Blades of Khorne

Q:Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown?
A:
No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown.
Q:Does Skarbrand’s ‘Skarbrand’s Rage’ ability mean that Skarbrand is affected by the ‘Blood-drenched’ ability in the first turn of a battle?
A:
No.

Faction Rules


Battle Traits

Disciples of Tzeentch armies can use the following abilities:

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 DISCIPLES OF TZEENTCH 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, they cannot be 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 Turn (Army), Any Shooting Phase
CONFLAGRATION OF TZEENTCH: Many worshippers of Tzeentch desire one thing above all: to engulf the realms in an inferno of wyrdflame and watch in gleeful amusement as the world burns.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by WYRDFLAME SPELL abilities or shooting attacks made with weapons that have the Wyrdflame weapon ability to be the target.

Effect: The target has the BURNING keyword.

Once Per Turn (Army), End of Any Turn
BURNING WYRDFLAME: The profane flames that spew from the mouths and pointing fingers of the twisted worshippers of Tzeentch are nothing natural. Instead of merely scorching flesh, they cause horrific mutative wounds, causing skin and bones alike to bubble and twist.

Effect: Inflict D3 mortal damage on each BURNING enemy unit, MANIFESTATION and faction terrain feature.

Passive
QUENCHING THE FLAMES: Those touched by wyrdflame thrash around desperately in an attempt to extinguish the mutagenic fires.

Effect: If an ability would heal or return slain models to a BURNING enemy unit, MANIFESTATION or terrain feature, that ability does not heal or return any slain models to it. Instead, it no longer has the BURNING keyword.

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
Arcanite Cabal0
Tzaangor Coven0
Change Host0
Wyrdflame Host0
Masters of Fate0
Spellweaver Coven0

Arcanite Cabal

Passive
SINISTER COUNTER-HEXES: Arcanite cultists delight in unravelling the spellcraft of other, less blessed mages.

Effect: Add 1 to unbinding rolls for friendly ARCANITE units. In addition, if a friendly ARCANITE unit unbinds a spell, no command points are spent for that unit to use the ‘Magical Intervention’ command in that phase.


Tzaangor Coven

Passive
SCREECHING WARFLOCK: The promise of new-found knowledge or arcane trinkets spurs the bestial Tzaangors into a frenzy.

Effect: Each time a friendly WARFLOCK unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


Change Host

Once Per Battle (Army), End of Your Turn
TWIST OF FATE: To battle a Change Host is a sanity-warping experience, for the Great Conspirator’s servants make mockery of the laws of nature.

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

Effect: Roll a dice. On a 3+, remove the target from the battlefield and set it up again on the battlefield. Each model in the target unit must be set up in combat with any of the enemy units that the target was in combat with before it was removed from the battlefield.


Wyrdflame Host

Passive
MUTAGENIC INFERNO: Those set ablaze by a Wyrdflame Host find their bodies writhing with possibility, stealing strength and focus from their sword-arms.

Effect: Subtract 1 from wound rolls for attacks made by BURNING 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

HERO only

BATTLE PROFILE
NamePoints
ILLUSIONIST20
NEXUS OF FATE0
CULT DEMAGOGUE0
Passive
ILLUSIONIST: This warrior uses misdirection and cunning to render their enemies clueless.

Effect: Subtract 1 from hit rolls for attacks that target friendly units while they are wholly within this unit’s combat range.

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. You must replace 1 of your destiny dice with that roll.

Passive
CULT DEMAGOGUE: This cabalist’s resounding spells draw the gaze of their master’s minions quicker than most.

Effect: If each dice in a casting roll for this unit has the same value and the spell is not miscast, add 3 to the casting roll.

Artefacts of Power

Fated Artefacts

HERO only

BATTLE PROFILE
NamePoints
NINE-EYED TOME10
WYRDFLAME BLADE0
AMBITION’S END0
Passive
NINE-EYED TOME: Some of the most terrible arcane secrets known to the Change God are contained within this ancient tome, the surface of which is dotted with unblinking eyes.

Effect: Add 1 to casting rolls and banishment rolls for this unit.

Passive
WYRDFLAME BLADE: The flames that flicker around the bearer’s blade can ignite the soul of its victim.

Effect: If any damage points are allocated to an enemy unit by this unit’s combat attacks, that enemy unit has the BURNING keyword.

Once Per Battle, Any Combat Phase
AMBITION’S END: Many a sorcerer’s quest to master the magical arts has ended upon this weapon’s blade, for it spills not only blood but knowledge itself.

Declare: Pick an enemy WIZARD in combat with this unit to be the target.

Effect: Inflict D3 mortal damage on the target. In addition, subtract 1 from casting rolls for the target for the rest of the battle.


Esoteric Treasures

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 Change30
Lore of Fate0

Lore of Change

Your Hero Phase
6
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 to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED, WYRDFLAME

Your Hero Phase
7
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, 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: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL

Your Hero Phase
7
TRANSFORMED TO SPAWN: Tzeentch is known as 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 12" 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, pick a friendly Chaos Spawn of Tzeentch unit that is in reserve as a potential fate or that has been destroyed.

If you picked a unit in reserve as a potential fate, set it up on the battlefield in combat with the target. If you picked a unit that has been destroyed, set up an identical replacement unit on the battlefield in combat with the target.
KEYWORDSSPELL


Lore of Fate

Your Hero Phase
7
GLIMPSE THE FUTURE: By focusing on the skeins of potential fates, the sorcerer can glean hints as to future events and manipulate them to their advantage.

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

Effect: Set aside any destiny dice that have a value of 6, and roll all of your other destiny dice again. If you have no destiny dice, roll a dice and add it to your destiny dice.
KEYWORDSSPELL, UNLIMITED

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 12" of them to be the target, then make a casting roll of 2D6.

Effect: Roll either 4 dice or a number of dice equal to the number of destiny dice you have left, whichever is greater. For each 4+, inflict 1 mortal damage on the target.
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 18" of them to be the target, then make a casting roll of 2D6.’

Effect: The target has WARD (5+) until the start of your next turn. In addition, if you have 4 or more destiny dice left, subtract 1 from hit rolls for attacks that target that unit until the start of your next turn.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Tzeentch0

Manifestations of Tzeentch

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 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

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.
KEYWORDSSUMMON, SPELL

Your Hero Phase
5
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 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

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

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 FOOT OF GORK: 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

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.
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.
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.
Once Per Turn (Army), Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.
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

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).
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.
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.
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.
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

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

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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Reaction: You declared the ‘Skulls for the Skull Throne’ ability
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Effect: After that ability has been resolved, if you unlocked a BLOOD TITHE ability this turn, pick a friendly BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for the target.

Blood Haze: If the target is BLOODBOUND, its Blood-hungry weapons have Crit (Mortal).

Weapons of Murder: If the target is a non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its Blood-hungry weapons, including Blood-hungry Companion weapons.

Bloodlords Supreme: If the target is a MONSTER, add 1 to the Damage characteristic of its Blood-hungry weapons.

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.
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

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

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.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
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

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.

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

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
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.
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 DISCIPLES OF TZEENTCH 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, they cannot be 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
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.
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
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.
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.
Army List
Warscrolls collated

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