While the crude warlords of the mortal races measure their success by territory conquered, the Disciples of Tzeentch seek nothing less than to capsize reality itself. They are masters of the sorcerous rite and the devious plot. When at war, a barrage of magic reveals the awful truth – that their enemies were doomed before the first shot was fired.
This page contains all of the rules you need to field your Tzeentch miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents • Quests | ||
Book | Kind | Edition | Last update | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 3 | April 2024 | |
Abraxia Spear of the Everchosen | ||||
Abraxia Spear of the Everchosen | Supplement | 3 | May 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 3 | February 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Warhammer Underworlds: Gnarlwood (Ephilims Pandaemonium) | ||||
Warhammer Underworlds: Gnarlwood (Ephilims Pandaemonium) | Warscroll | 3 | May 2023 | |
Warcry: Sundered Fate (Jade Obelisk) | ||||
Warcry: Sundered Fate (Jade Obelisk) | Warscroll | 3 | November 2022 | |
Broken Realms: Be’lakor | ||||
Broken Realms: Be’lakor | Expansion | 2 | July 2022 | |
Compendium: Monstrous Arcanum | ||||
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 |
Q: | Can the ‘Spell-thief’ ability be used to steal an endless spell that is bonded to a WIZARD? |
A: | Yes. If you do so, that endless spell would no longer be bonded to any unit (friendly or enemy). |
Q: | If Kairos Fateweaver or a Lord of Change use their ‘Spell-thief’ ability to steal an endless spell that was summoned by a ROTBRINGER SORCERER, does that endless spell retain the MAGGOTKIN OF NURGLE keyword? |
A: | No. |
Q: | Can a unit of Horrors of Tzeentch start a battle with a mix of Pink, Blue and Brimstone Horrors? |
A: | Yes. |
Q: | If a HERO is transformed into a Chaos Spawn, is that HERO considered to be slain? |
A: | No. |
Q: | If a HERO is transformed into a Chaos Spawn, is that Chaos Spawn considered to be the same unit as that HERO for the purpose of battle tactics and grand strategies? |
A: | Yes. |
Q: | If a HERO is transformed into a Chaos Spawn, does that Chaos Spawn gain that HERO’s enhancements? |
A: | No. |
Q: | If either player’s general is transformed into a Chaos Spawn, is that Chaos Spawn considered to be a general for the purpose of generating command points for that player? |
A: | Yes. |
Q: | If all of the models in a unit have been slain or transformed into Chaos Spawn, does that unit count as being destroyed? |
A: | Yes. |
Q: | Is a unit of Blue Horrors that replaces a unit of Pink Horrors using the ‘Split and Split Again’ ability considered to be the same unit? Likewise, is a unit of Brimstone Horrors that replaces a unit of Blue Horrors using the ‘Split and Split Again’ ability considered to be the same unit? |
A: | Yes and yes. |
Q: | How is control of an endless spell determined for the ‘Realm of Magic’ grand strategy? |
A: | When a player picks a predatory endless spell to move, they are considered to be the commanding player of that predatory endless spell until the start of the next hero phase (core rules, 19.5.2). All other endless spells are under the command of the player who summoned them. |
Q: | Can I use the Hosts of Chaos allegiance abilities in Wrath of the Everchosen to pick a subfaction for my Disciples of Tzeentch army? |
A: | No. The allegiance abilities found in the most recent publication of Battletome: Disciples of Tzeentch replace the Hosts of Chaos allegiance abilities in Wrath of the Everchosen. |
Q: | Do I gain a Fate Point when a WIZARD automatically casts a spell? |
A: | Yes. |
Q: | Can the Timeslip Pendant be used to allow a unit to fight three times in one combat phase? |
A: | No (see core rules, 1.6.5). |
Q: | Can I use Fate Points to summon Kairos Fateweaver or an Exalted Greater Daemon of Tzeentch? |
A: | No. |
Q: | Several abilities allow TZEENTCH WIZARDS to cast spells they did not know at the start of the battle ‘if it is possible for them to do so’. Can you explain what this means? |
A: | It is only possible for a WIZARD to use an ability to cast a spell that they do not know at the start of the battle if:
A WIZARD can only cast a spell that summons an endless spell that they did not know at the start of the battle if you have paid the points to include that endless spell on your army roster. |
Q: | If I spend 2 Destiny Dice to change the casting roll for a Lord of Change, does the ‘Mastery of Magic’ ability change the result of the Destiny Dice that I used for the casting roll? |
A: | No. |
Q: | Does changing a dice roll with the ‘Mastery of Magic’ ability count as a modifier? |
A: | No. |
Q: | The Legions of Chaos rule states ‘2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword’. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units? |
A: | No. |
Q: | If models in multiple units are slain by the Burning Sigil of Tzeentch’s ‘Radiant Transmogrification’ ability, where is the Chaos Spawn set up? |
A: | The Tzeentch player can set up a Chaos Spawn within 3" of any of the units that had models slain by the Burning Sigil of Tzeentch. |
Q: | When using the Burning Sigil of Tzeentch’s ‘Radiant Transmogrification’ ability, if models in multiple enemy units are slain, do I add 1 Tzeentch Chaos Spawn for each enemy unit that had models slain by this ability? |
A: | No. |
Q: | An endless spell summoned using the ‘Arcane Armies’ battle trait cannot be dispelled, but can a dispelling roll still be made against that endless spell in the first battle round? |
A: | No. |
Q: | Can a Tzaangor model added to a TZAANGOR HOST by the Cult of the Transient Form’s ‘The Change-gift’ ability take the TZAANGOR HOST above its maximum starting size? |
A: | Yes. |
Q: | Can the Curseling use its ‘Vessel of Chaos’ ability to cast ‘Glean Magic’ twice in one phase if it unbinds two spells? |
A: | Yes. |
Q: | How does the Horrors of Tzeentch ability ‘Split and Split Again’ work when a HORRORS OF TZEENTCH unit is affected by an ability that results in a model being slain, for example, the Kraken-eater Mega-Gargant’s ‘Stuff ’Em In Me Bag’ ability? |
A: | A HORRORS OF TZEENTCH model that is slain in this manner cannot use the ‘Split and Split Again’ ability. |
Q: | Do Kairos Fateweaver, the Lord of Change, the Gaunt Summoner on Disc of Tzeentch, the Gaunt Summoner and The Blue Scribes know all the spells from the lores mentioned on their warscrolls if one or more of those units are included in an army that is not a Disciples of Tzeentch army? |
A: | No. See core rules, 27.0. Spell lores are enhancements, which are a type of allegiance ability, and therefore these units can only know spells from those spell lores if they are part of a Disciples of Tzeentch army. |
Q: | If there are no enemy units within range of the Fluxmaster’s spell ‘Blue Fire of Tzeentch’, can it still roll 9 dice and receive Fate Points on a 5+? |
A: | No. |
Q: | If the Coven of Thryx allied into an army that is not a Disciples of Tzeentch army, can the spell ‘Bolt of Change’ transform the first model slain into a Disciples of Tzeentch Chaos Spawn? Similarly, if Magister Thryx is slain after using the ‘Magic-touched’ ability, can I use the ‘Transformed to Spawn’ ability to add a Disciples of Tzeentch Chaos Spawn to my army? |
A: | No to both because ‘Transformed to Spawn’ is a Disciples of Tzeentch battle trait. |
Q: | Can Destiny Dice be spent to replace a re-rolled dice? |
A: | No. |
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When a Tzeentch army marches to war, it is often accompanied by endless spells which are sustained by a magical aura that surround Tzeentch’s servants.
In the first battle round, after the players have received their starting command points, but before the start of the first turn, you can pick 1 friendly DISCIPLES OF TZEENTCH WIZARD on the battlefield. That WIZARD can automatically cast a spell that they know that summons a Burning Sigil of Tzeentch, Tome of Eyes or Daemonic Simulacrum endless spell (do not make a casting roll). That spell cannot be unbound, and cannot be dispelled in the first battle round. Set up the endless spell as described in the effect for that spell.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.
At the end of deployment, roll 9 dice and put them to one side. These are your Destiny Dice. Destiny Dice can be used during the battle to change dice rolls.The miasma of instability that follows the minions of the Great Conspirator can send even the most focused warriors insane, the deceit of their own eyes rendering any martial skill useless.
Subtract 1 from hit rolls for attacks made with melee weapons that target friendly DISCIPLES OF TZEENTCH DAEMON units that are wholly within 12" of a friendly DISCIPLES OF TZEENTCH DAEMON HERO.Daemons spill forth from the Crystal Labyrinth to do the bidding of their master. Cults of Arcanites gather in secret and conspire to bring mighty cities to their knees. Where there is life, it is certain that Tzeentch will be at play, poring over the fine details, ready to hatch a diabolical scheme and command his followers to carry out his ever-changing plans.
You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All DISCIPLES OF TZEENTCH units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.The machinations of Tzeentch are unimaginably complex. To challenge the fractal plans of the Architect of Fate is to stand before the folding of reality and face strange daemons born from chaotic sorcery itself.
You can summon DISCIPLES OF TZEENTCH DAEMONS units to the battlefield if you have enough Fate Points. Each time a casting roll is successful and the spell is not unbound, you receive 1 Fate Point.
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When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.
A Disciples of Tzeentch army can include coalition units as follows:Tzeentch is known as the Changer of the Ways, and to be in the presence of his minions risks being transformed into a Chaos Spawn.
If a model is transformed into a Spawn, you can add 1 TZEENTCH CHAOS SPAWN unit that has 1 model to your army. Set up the TZEENTCH CHAOS SPAWN unit within 1" of the model that has been transformed, and then remove the transformed model from play.Tzeentch ArcanitesDISCIPLES OF TZEENTCH ARCANITE HERO only.
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Tzeentch DaemonsDISCIPLES OF TZEENTCH DAEMON HERO only.
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Fated ArtefactsDISCIPLES OF TZEENTCH ARCANITE HERO only.
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Daemonic TreasuresDISCIPLES OF TZEENTCH DAEMON HERO only.
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Lore of FateDISCIPLES OF TZEENTCH MORTAL or ARCANITE WIZARDS (including Unique units) only.
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Lore of ChangeDISCIPLES OF TZEENTCH DAEMON WIZARDS (including Unique units) only.
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The Hosts DuplicitousThe eaters of truth, the bringers of madness, the lords of confusion: all these names and more describe the Hosts Duplicitous. To fight them is to battle insanity - and, all too often, to discover that the battle has already been lost before the first blow is struck. Those who duel the masters of this host will find they strike only at thin air. Ranks of Mischievous Mirages: Warriors that face the Hosts Duplicitous in battle find themselves tangled in ranks of mere phantasms, rendering them exhausted and confused with little chance of escape.Enemy units within 3" of a friendly HOSTS DUPLICITOUS unit with 10 or more models cannot retreat. In addition, once per battle, when a HOSTS DUPLICITOUS HORRORS OF TZEENTCH unit from your starting army is destroyed, you can roll a dice. On a 4+, add a HOSTS DUPLICITOUS HORRORS OF TZEENTCH unit with 5 models to your army. Set up the new unit wholly within 12" of a friendly HOSTS DUPLICITOUS HERO and more than 9" from all enemy units. | ||
The Cult of the Transient FormThe Cult of the Transient Form is known for its hosts of avian beastmen, warriors whose natural arrogance is justified by their skill at arms. Many of these were once men and women, for the acolytes of this cult want nothing more than to transform into Tzaangors and be closer to their god - even in the midst of a raging battle... The Change-gift: Acolytes from this cult fight to their last breath to prove themselves worthy of transcendence - and, just occasionally, earn that exact reward.Roll a dice each time a friendly CULT OF THE TRANSIENT FORM KAIRIC ACOLYTE model is slain in the combat phase. On a 2-5, before removing that model from play, that model can fight. On a 6, before removing that model from play, you can add 1 Tzaangor model to a friendly TZAANGOR HOST within 9" of the slain model. The new model can only be set up within 3" of an enemy unit if the unit to which it was added is within 3" of that enemy unit. | ||
The Pyrofane CultThe sole agenda of the Pyrofane Cult is the utter immolation of the Mortal Realms. They wish to engulf Aqshy in warpfire, to melt Chamon, to burn away the mists of Shyish and to turn glorious Azyr to ash. The flames they send propagate fast, feeding on strife as true fire feeds on kindling. Some even walk as an inferno themselves. Arrows of Tzeentch: To the Pyrofane Cult, immolation is the path to glory. Each bolt cast in Tzeentch’s name falls upon the foe with burning devotion.Add 1 to hit rolls for attacks made with Sorcerous Bolts by friendly PYROFANE CULT KAIRIC ACOLYTE units. In addition, at the end of your shooting phase, roll a dice for each enemy unit that suffered any wounds caused by attacks made with Sorcerous Bolts by friendly PYROFANE CULT units in that phase. On a 5+, that unit suffers D3 mortal wounds. | ||
The Guild of SummonersSecretive and sly, the Guild of Summoners specialises in the conjuration of daemons - Lords of Change above all. Their goal is to bring into being no fewer than nine of Tzeentch’s greater daemons at once and, in doing so, achieve supremacy over reality. By the time they realise that they are the slaves and not the masters, it will be too late. Scions of the Exiled: In a supposedly ancient prophecy that led to the guild’s creation, the summoners must bind nine Lords of Change in order to ascend to true enlightenment. In reality, this will see their doom.If your army has the GUILD OF SUMMONERS keyword, your Fate Points can only be used to summon LORD OF CHANGE units. Instead of a Fate Point cost of 30, a GUILD OF SUMMONERS LORD OF CHANGE costs 9 Fate Points to summon the first time, and 18 Fate Points each time thereafter for the rest of the battle. In addition, LORD OF CHANGE units summoned in this way must be set up wholly within 9" of a GUILD OF SUMMONERS ARCANITE HERO and more than 9" from all enemy units. | ||
This section contains rules for using a Disciples of Tzeentch army on a Path to Glory campaign. It includes additional rules, quests, veteran abilities, and unique territories that can only be used by a Disciples of Tzeentch army.
The lesser daemons of Tzeentch are called forth from the Realm of Chaos to the Mortal Realms as they are needed. | ||
This is an exception to the rule that DAEMON units that do not have the HERO keyword are not recorded on your order of battle. | ||
QUEST Gather Ritual ResourcesBy carrying out a magnomantic ritual, it is possible to empower the crystal matrix that lies at the heart of a floating island. Doing so creates a vortex of energy around the island, allowing it to dominate the lands below it over a great area. However, before the ritual can be performed, it will be necessary to gather resources from locations that are held by your enemies. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each objective in enemy territory that you control.Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Magnomantic Ritual’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan. | ||
QUEST Rewards of GloryTzeentch champions who have proven their ability to dominate the Mortal Realms are able to summon Tzeentch’s finest daemonic warriors. At the end of each Path to Glory battle, if you won a major victory, you complete this quest.When you complete this quest, in the next battle you fight against another Path to Glory army, before deployment, you can give each friendly HORRORS OF TZEENTCH, FLAMERS OF TZEENTCH br SCREAMERS OF TZEENTCH unit 1 veteran ability that can only be used in that battle. | ||
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Battleplan Magnomantic RitualThe magnomantic ritual is nearly complete, but enemies have gathered to try and bring it to a halt! The rite is being led by a mage of impressive cunning who has concealed themselves with mirage and illusion - the better to guide the ritual to completion. Should their whereabouts be uncovered and should they be wounded unto death, or at least to the point that they can continue the rite no more, there is a hope that the great spell can be stopped. But should the ritual be completed, this land will soon belong only to the Changer of the Ways... AERIAL QUEST BATTLEPLAN This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Disciples of Tzeentch army, has embarked on the ‘Gather Ritual Resources’ quest and has earned 3 or more quest points. This battleplan uses the Aerial Battles rules.THE ARMIES The player that embarked on the ‘Gather Ritual Resources’ quest is the ritualist and their opponent is the usurper. The ritualist cannot choose a MONSTER to be their general.THE BATTLEFIELD The players roll off. The winner sets up the battlefield’s terrain features and ritual sites as described below, and then the other player chooses which long edge of the battlefield is the northern edge.TERRAIN FEATURES The first terrain feature to be set up must be set up within 3" of one of the long edges of the battlefield. Each terrain feature after the first must be set up 3" to 9" away from the last terrain feature that was set up. At least 1 terrain feature must be set up within 3" of the long edge of the battlefield below the one by which the first terrain feature was set up. Once this has happened (i.e. there is a chain of terrain features running from one edge to the other), up to 4 additional terrain features can be set up on the battlefield within 12" of another terrain feature.Designer’s Note: If you do not have enough terrain features to reach from one edge of the battlefield to the other, you can use markers to show the tips of mountain peaks. Set up the marker 3" to 9" away from the last terrain feature that was set up. The marker is considered to be a terrain feature, allowing units to set up or move within 3" of it even if they cannot fly. OBJECTIVES The players roll off. The players then alternate setting up 4 objective markers (referred to as ritual sites in this battleplan), starting with the winner of the roll off. Ritual sites must be placed within 3" of a terrain feature and more than 9" from all other ritual sites.FACTION TERRAIN Neither player can set up a faction terrain feature before the start of the battle.DEPLOYMENT Place the general of the ritualist army to one side as a reserve unit. They cannot be set up until their hiding place has been revealed (see below).The players then alternate setting up the remaining units one at a time, starting with the ritualist. Units must be set up wholly within their own territory, more than 12" from enemy territory. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another. RITUAL SITES There are 4 points on the battlefield marked as ritual sites. At the start of the usurper’s hero phase, the usurper can pick 1 friendly HERO within 3" of a ritual site and roll a dice. On a 1-5, the general is not found and the ritual site is removed from play. On a 6, that ritual site is revealed to be the general’s hiding place and all other ritual sites are removed from play.If 3 ritual sites have been searched and the general has not been found, the last remaining ritual site is the general’s hiding place. At the start of the fifth battle round, the ritualist player must pick 1 of the remaining ritual sites as their general’s hiding place. Once the general’s hiding place has been revealed, the general must be set up within 9" of the ritual site. The ritualist player can then add 2 HORRORS OF TZEENTCH units with 5 models each to their army. These units must be set up wholly within 18" of the general and more than 9" away from all enemy units. BATTLE LENGTH The battle lasts until the ritualist general is slain, or for 5 battle rounds, whichever happens first.GLORIOUS VICTORY The ritualist wins a major victory if their general is not slain.The usurper wins a major victory if the ritualist’s general is slain in the first or second battle round. If the ritualist’s general is slain in the third, fourth or fifth battle round, the ritualist player must roll a dice and add the number of the round in which their general was slain to the roll. If the modified roll is 8 or more, the ritualist player wins a minor victory. If it is a 7, the battle is a draw, and if it is 6 or less, the usurper wins a minor victory. PATH TO GLORY REWARDS AND PENALTIES If the ritualist wins this battle, they can upgrade the Floating Island to a Soaring Fortress (see Territories). | ||
Battleplan The PursuitHigh above the Mortal Realms, a small aerial battleforce faces a foe of overwhelming power. The weaker force must escape before it is destroyed. QUEST BATTLEPLAN This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if both players agree to do so, and both players have units that can fly on their order of battle. This battleplan uses the Aerial Battles rules.THE ARMIES Each player must pick up to 3 units that can fly from their order of battle as their army. After they have done so, their choices are revealed, and the player whose 3 units have the highest points value is the pursuer. The other player is the quarry.THE BATTLEFIELD Terrain features and faction terrain features cannot be used in this battle.DEPLOYMENT The quarry sets up their army first, wholly within their territory. None of the quarry’s units can be set up in reserve. The pursuer places all of their units in reserve.FIRST TURN In this battle, the quarry must take the first turn in the first battle round.THE PURSUIT At the start of the pursuer’s first movement phase, they must set up the units from their army wholly within 6" of the pursuer’s edge. They can make a normal move in that movement phase, but cannot run.DESPERATE ESCAPE At the start of the quarry’s movement phase, any units from their army that are within 8" of the Escape Edge of the battlefield and not within 3" of any enemy units are said to have escaped and are removed from play.FULLY ENGAGED Neither player can use abilities or spells that allow them to remove a unit from the battlefield and either put it in reserve or set it up again at a different location.BATTLE LENGTH The battle lasts for 4 battle rounds or until all of the units in the quarry’s army have been destroyed or escaped.GLORIOUS VICTORY When the battle ends, if all of the units in the quarry’s army have escaped, the quarry wins a major victory.If all of the units in the quarry’s army are destroyed, the battle immediately ends and the pursuer player wins a major victory. If the points value of the quarry’s army was less than half of the points value of the pursuer’s army, the quarry wins a minor victory if at least 1 of their units escaped. In any other circumstances, the quarry wins a minor victory if at least half of their units escaped, and the pursuer wins a minor victory if more than half of the quarry’s units were destroyed.
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If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
AGENDAS OF ANARCHY Disciples of Tzeentch armies only.
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GIFTS OF WORSHIP Disciples of Tzeentch army only.
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The ROTBRINGER SORCERER keyword is used in the following Maggotkin of Nurgle warscrolls:
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
Timeslip Pendant
Time is a mutable concept to the bearer of this amulet.Once per battle, in the combat phase, after the bearer has fought for the first time in that phase, you can say that they are using the Timeslip Pendant. If you do so, they do not count as having fought in that phase but the strike-last effect applies to them until the end of that phase.
The TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate. | ||
The MARK OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:
The DISCIPLES OF TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The DISCIPLES OF TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH, DAEMON and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH keyword is used in the following Slaves to Darkness warscrolls:
The DISCIPLES OF TZEENTCH, ARCANITE and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH and MORTAL keywords are used in the following Disciples of Tzeentch warscrolls:
The ARCANITE and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and MORTAL keywords are used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH, DAEMON and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The ETERNAL CONFLAGRATION keyword is used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS keyword is used in the following Disciples of Tzeentch warscrolls:
The HOSTS DUPLICITOUS and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The HOSTS ARCANUM and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The PYROFANE CULT keyword is used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS keyword is used in the following Disciples of Tzeentch warscrolls:
The LORD OF CHANGE keyword is used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS and LORD OF CHANGE keywords are used in the following Disciples of Tzeentch warscrolls:
The GUILD OF SUMMONERS, ARCANITE and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, DAEMON and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The TZEENTCH, MORTAL and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The HERO keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The TZAANGOR ENLIGHTENED keyword is used in the following Disciples of Tzeentch warscrolls:
The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:
The ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
The CITIES OF SIGMAR and HERO keywords are used in the following Cities of Sigmar warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The MORTAL and DISCIPLES OF TZEENTCH keywords are used in the following Disciples of Tzeentch warscrolls:
Contents • Quests | ||