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 UpdatesRulebook4May 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Spearhead: Disciples of Tzeentch - Fluxblade Coven
  Spearhead: Disciples of Tzeentch - Fluxblade CovenExpansion4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Spearhead: Disciples of Tzeentch - Tzaangor Warflocks
  Spearhead: Disciples of Tzeentch - Tzaangor WarflocksExpansion4February 2026
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome4January 2026
  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
  Cities of Sigmar
  Cities of SigmarBattletome4July 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

Battletome: Disciples of Tzeentch

Q:If a Lord of Change's ‘Temporal Manipulation’ spell is measured from an Argent Shard due to the ‘Magical Focus’ ability, does the target of that spell have to end their move nearer to the Lord of Change or the Argent Shard?
A:
The Lord of Change. The Argent Shard’s ‘Magical Focus’ ability only affects the picking of targets.
Q:What happens to a persistent effect that is applied to unit if that unit is removed from the battlefield during the battle and set in reserve? For example, if a DISCIPLES OF TZEENTCH unit that has had the ‘Shield of Fate’ spell cast on them is set up in reserve using the ‘Smoke and Mirrors’ ability?
A:
The persistent effect would remain applied for the respective timing of that ability. In the example, the Disciples of Tzeentch unit would still have the effect of ‘Shield of Fate’ if it was later re-set up on the battlefield before its commanding player’s next hero phase.

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 this turn and 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 demolished.

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

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

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

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 DISCIPLES OF TZEENTCH WIZARD to cast this spell, then you can pick a friendly non-MONSTER DISCIPLES OF TZEENTCH unit wholly within 12" of the caster to be the target. Then, make a casting roll of 2D6.

Effect: Set the target 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 or a friendly Argent Shard 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, visible to them and more than 9" from all enemy units.
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

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

PATH TO GLORY

Here, you will find additional rules to use with a Disciples of Tzeentch army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Disciples of Tzeentch units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:

1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Pick an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Pick a Battle Mount.
6. Pick any Battle Mount Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll

You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a Hero to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Disciples of Tzeentch units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Chief Cabalist10150
Herald of Destiny30250
Lord of Flux50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

DISCIPLES OF TZEENTCH WARSCROLL
Disciples of Tzeentch Hero
5"
5
5+
2
DISCIPLES OF TZEENTCH WARSCROLL
Disciples of Tzeentch Hero
MELEE WEAPONS
AtkHitWndRndDmg
Bladed Staff
Bladed Staff33+4+1D3

KEYWORDS
HERO, INFANTRY, WIZARD (1)
CHAOS, DISCIPLES OF TZEENTCH

Step 3 - Pick an Archetype

You must pick 1 of the following Archetypes for your hero:

ARCANITE SORCERER
-2DP
Your hero has the ARCANITE keyword and the following regiment options:

Regiment OptionsAny ARCANITE units

TZAANGOR BOSS
-4DP
Your hero has the ARCANITE and WARFLOCK keywords, the following ability and the following regiment options:

Passive
AVIAN SPEED: Swift as flightless hunting birds, the Tzaangors advance on their prey.

Effect: Each time a friendly WARFLOCK unit is set up wholly within 12" of this unit, that WARFLOCK unit can immediately move D3" but cannot end that move in combat.



Regiment OptionsAny ARCANITE units

ILLUSTRIOUS DAEMON
-4DP
Your hero has the DAEMON and WARD (6+) keywords, the following ability and the following regiment options:

Passive
LOCUS OF SUMMONING: Such is the majesty of this daemon that it acts as a lodestone for its lesser kin.

Effect: Each time a friendly DISCIPLES OF TZEENTCH unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.



Regiment OptionsAny DISCIPLES OF TZEENTCH DAEMON units

OGROID ENLIGHTENED
-5DP
Change your hero’s Health characteristic to 8 and replace their melee weapon with the following weapon. In addition, your hero has the following regiment options:

MELEE WEAPONSAtkHitWndRndDmg
Great Horns
Charge (+1 Damage)
54+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns
Charge (+1 Damage)
54+2+12

Regiment OptionsAny DISCIPLES OF TZEENTCH units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Passive
-2DP
MASTER OF CORRUPTION: This warrior radiates pure mutagenic energy, warping the very ground beneath their feet.

Effect: Add 5 to this unit’s control score if it was set up in the same turn.

Your Hero Phase
-2DP
ELDRITCH ARTIFICER: This hero excels in the creation of ensorcelled tools of death.

Declare: Pick a friendly DISCIPLES OF TZEENTCH unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, the target’s melee weapons have Crit (2 Hits) for the rest of the turn.

End of Any Turn
-4DP
THIRD EYE: This warrior possesses an extra eye that grants them prophetic gifts.

Effect: Heal (X) this unit, where X is the number of fate points you have.

Once Per Battle, Your Movement Phase
-5DP
1
ENDLESS MINIONS: This darkly charismatic warlord has a legion of utterly loyal servants at their beck and call.

Declare: Pick a friendly non-HERO 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) wholly within 9" of a battlefield edge and more than 9" from all enemy units.


Flaws

Passive
+2DP
EVER-SHIFTING MIND: This warrior can barely focus on one scheme at a time.

Effect: This unit cannot contest objectives that it contested in the previous turn.

Passive
+2DP
LIMNED IN WYRDFLAME: This hero is cloaked in brightly coloured flames, making it impossible for them to hide.

Effect: This unit can only be set up using a DEPLOY ability.

Passive
+4DP
CURSED BY TZEENTCH: This warrior has offended the Change God, who has severed their connection to the arcane as punishment.

Effect: This unit no longer has the WIZARD (1) keyword.

Passive
+4DP
MUTATED LIMBS: This warrior’s constantly writhing mutations make movement something of a challenge.

Effect: This unit’s Move characteristic is D6+2".


Step 5 - Pick a Battle Mount

You can pick up to 1 Battle Mount for your hero.

Battle Mount
-5DP
DISC OF TZEENTCH: It is a true sign of Tzeentch’s favour to be gifted one of the sentient, flying platforms known as a Disc ofTzeentch.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Disc’s Teeth and Horns
Companion
24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns
Companion
24+3+1D3
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 14".
  • Change the Health characteristic to 7.
  • Replace the INFANTRY keyword with the following keywords: CAVALRY, FLY.

Battle Mount
-7DP
BURNING CHARIOT: Doled out to the Change God’s most anarchic servants, Burning Chariots set the very clouds aflame as they soar through the air.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Screamers’ Lamprey Bites
Charge (+1 Damage), Companion
64+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Screamers’ Lamprey Bites
Charge (+1 Damage), Companion
64+4+11
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 12".
  • Change the Health characteristic to 10.
  • Replace the INFANTRY keyword with the following keywords: WAR MACHINE, FLY.

Step 6 - Pick any Battle Mount Upgrades

If your hero has a Battle Mount, you can pick any number of Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Blur in The Sky
-2DP
Add 2" to your hero’s Move characteristic.
Jagged Fangs
-3DP
Add 1 to the Rend characteristic of your hero’s Companion weapons.
Gigantic Disc
-3DP
Add 2 to your hero’s Health characteristic.
Blazing Trail
-5DP
Add the following ability to your hero’s warscroll:

Once Per Turn (Army), Your Movement Phase
BLAZING TRAIL: This daemonic mount leaves a trail of searing wyrdflame in its wake, burning those fortunate enough to escape being crushed by its headlong charge.

Effect: This unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat. Then, pick up to 1 enemy unit that this unit passed across during that move to be the target. Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.

Designer’s Note: This unit can use this ability even if it is in combat.
KEYWORDSCORE, MOVE

Slash and Rip
-5DP
Add the following ability to your hero’s warscroll:

Once Per Turn (Army), Any Charge Phase
SLASH AND RIP: When a Disc ofTzeentch or daemonic Screamer charges into battle, it uses its fearsome momentum to tear strips offlesh from its prey.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target.

Eater of Fate
-5DP
Add the following ability to your hero’s warscroll:

Any Hero Phase
EATER OF FATE: This hero absorbs the unfulfilled potential of fallen allies.

Declare: Pick a friendly DISCIPLES OF TZEENTCH unit wholly within 12" of this unit to be the target.

Effect: If the target is destroyed this turn, before removing it from play, gain 1 fate point.


Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.

UpgradeEffect
Banner of Tzeentch
-1DP
Add 1 to your hero’s Control characteristic.
Warping Weapon
-2DP
Your hero’s non-Companion melee weapons have Crit (2 Hits).
Mystical Protection
-2DP
Your hero has WARD (6+).
Free-willed Blade
-3DP
Your hero’s melee weapon has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST.
Destined to Survive
-3DP
Add the following ability to your hero's warscroll:

Any Hero Phase
1+
DESTINED TO SURVIVE: This warrior somehow endures the most appalling wounds, for they have a role yet to play in their master’s schemes.

Effect: Spend any number of fate points. For each fate point you spend, Heal (1) this unit.

Shield of Eyes
-4DP
Your hero’s Save characteristic is 4+.
Sorcerer’s Staff
-4DP
Add the following weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Sorcerer’s Staff
Shoot in Combat
12"33+4+-D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Sorcerer’s Staff
Shoot in Combat
12"33+4+-D3
Flash of Insight
-4DP
Add the following ability to your hero’s warscroll:

Deployment Phase
FLASH OF INSIGHT: A sudden premonition sees the hero move with startling speed.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Illusory Aura
-4DP
Add the following ability to your hero’s warscroll:

Passive
ILLUSORY AURA: This warrior is surrounded by a bubble of unreality within which his minions shelter from enemy attacks.

Effect: If this unit was set up in the same turn, friendly DISCIPLES OF TZEENTCH units have WARD (5+) while they are wholly within 12" of this unit.

Fated Slayer
-5DP
Add the following ability to your hero’s warscroll:

Passive
FATED SLAYER: This warrior has been chosen by Tzeentch to deliver a fateful blow against the enemies of anarchy.

Effect: Add 3 to the Attacks characteristic of this unit’s melee weapons while you have 6 or more fate points.

Master Arcanist
-6DP
Add the following ability to your hero’s warscroll:

Passive
MASTER ARCANIST: This warrior’s grasp of eldritch lore and spellcasting is rivalled by only a handful of mortals.

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

Grand Sorcerer
-8DP
WIZARD only. Your hero has WIZARD (2).

Path of Madness

(DISCIPLES OF TZEENTCH HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SPELL JAUNT: Sapping a manifestation’s energy, the hero transposes their physical form across reality.

Effect: When using the ‘Smoke and Mirrors’ ability, if this unit is masked by illusion, you can pick a MANIFESTATION (friendly or enemy) that was not set up in the same turn to be the target instead. If you do so, you must pick this unit to be the substitute. After setting up the substitute, the target is banished instead of being set up in reserve.

Passive
MASTER OF MISDIRECTION: This warrior easily redirects incoming attacks, using their minions as a distraction.

Effect: Subtract 1 from hit rolls for attacks that target this unit while it is within the combat range of another friendly DISCIPLES OF TZEENTCH unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
STREAM OF BABBLE: This warrior’s constant babbling interferes with their enemy’s magic.

Effect: Add 1 to unbinding rolls for this unit.

Once Per Turn (Army), End of Any Turn
AGENT OF CHANGE: This hero delights in corrupting pure and untouched lands.

Effect: If this unit is contesting an objective you do not control, gain 1 fate point.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn, Reaction: You declared a Spell ability for this unit
SPLINTER SPELL: The caster’s conjuration splits mid-cast, zipping off in multiple directions.

Effect: If that spell is successfully cast, roll a dice. On a 4+, after resolving the effect of that spell, this unit can immediately cast that spell a second time using the same casting roll. Do not count the second spell towards the number of Spell abilities this unit can use this turn.

Passive
DRIVEN BY FATE: This hero’s weapon moves of its own accord, guided not by strength but by destiny.

Effect: While you have 3 or more fate points, add 1 to hit rolls for this unit’s attacks. While you have 6 or more fate points, add 1 to wound rolls for this unit’s attacks. While you have 9 or more fate points, add 1 to the Rend characteristic of this unit’s melee weapons.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Your Hero Phase
CONCEALED SORCERY: Disguised by illusion, the sorcerer hurls a spell from an unexpected angle.

Declare: This unit can only use this ability if it is masked by illusion. Pick a model in a friendly DISCIPLES OF TZEENTCH unit to be the target.

Effect: This unit can immediately use a SPELL ability. When it does so, measure the range and visibility of that SPELL ability from the target.

Once Per Battle, Enemy Hero Phase
ELDRITCH COVEN: This hero has formed an eldritch pact with fellow sorcerers, combining their powers to malevolent ends.

Effect: Each visible friendly DISCIPLES OF TZEENTCH WIZARD wholly within 12" of this unit can use a Spell ability as if it were your hero phase.


Path of Mutation

(non-HERO DISCIPLES OF TZEENTCH unit only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SILVER SKIN: These warriors’flesh has turned to gleaming metal that deflects missiles and blades.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit in the first battle round.

Passive
BIRD-LIKE LIMBS: The reverse-jointed limbs of these warriors grant them extraordinary speed.

Effect: Add 2 to run rolls for this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Your Hero Phase
TELEPATHIC LINK: These warriors use a psychic connection to request aid from nearby mages.

Declare: Pick a visible friendly DISCIPLES OF TZEENTCH WIZARD wholly within 12" of this unit to be the target.

Effect: The target can use an additional SPELL ability this turn, but this unit must be picked to be the target of that spell.

Any Charge Phase
CROWN OF WYRDFLAME: A corona of corrupting fire causes nearby foes to burst into flames.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll 9 dice. For each 5+, inflict 1 mortal damage on the target.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Hero Phase
TEMPORAL DISTORTION: Slipping in and out of time, these warriors bypass their enemy’s defences.

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.

Passive
INHUMAN REFLEXES: These warriors move with unnatural swiftness, anticipating their foe’s attacks.

Effect: This unit has WARD (5+) if it was set up in the same turn.

LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:

Passive
DOPPELGÄNGER: These warriors have divided their consciousness between multiple identical forms.

Effect: If this unit is destroyed, before removing it from play, set up a replacement unit with half the number of models from the target unit (rounding up) in reserve masked by illusion.

Passive
QUICKSILVER BLOOD: Boiling metal runs in the veins of these warriors.

Effect: Each time a model in this unit is slain, before removing the model from play, pick an enemy unit in combat with this unit and roll a dice. On a 4+, inflict 1 mortal damage on that enemy unit.

SPEARHEAD


Tzaangor Warflock

Mercurial and violent, the Tzaangor Warflocks surge forth from the twisted wilds of the realms, intent upon drowning the sterile cities of Order in madness, mutation and flame. These are no primitive beastmen; they wield uncanny powers over fate and destiny, and their gilded weapons glow with eldritch energies.

Tzaangor Warflocks rule over the sorcery-blasted wastelands that Tzeentch has remade in his image. They roam far and wide to serve the Change God’s will, led by cunning Shamans who intuit strange fluctuations in magic in order to decide where the warflock should strike. Accompanied by a retinue of elite Tzaangor Enlightened, the Shaman plunges into battle with the same ferocity as their kin, their staff unleashing waves of mutagenic sorcery that turn mortals into gibbering mutants.

In the skies above, Tzaangor Skyfires wheel and spin atop their Discs of Tzeentch, loosing fated arrows that seek out their targets with unnerving, nigh-impossible accuracy.

General
  • Tzaangor Shaman
Units
  • 10 Tzaangors
  • 3 Tzaangor Enlightened
  • 3 Tzaangor Skyfires

Battle Traits

Your Tzaangor Enlightened unit is not set up during the deployment phase. Instead, from the second battle round onwards, it can use the Fated Arrival ability.

Your Movement Phase
FATED ARRIVAL: Followers of Tzeentch ride the waves of fate to ultimate victory.

Effect: Set up this unit wholly within friendly territory, within 1" of a battlefield edge and more than 6" from all enemy units.

Your Hero Phase
PREDICT THE FUTURE: Foresighted is forearmed, as the old saying goes.

Effect: You can look at up to 3 cards from the top of your battle tactic deck without adding them to your hand. Then, in any order, return each card face down to either the top or the bottom of your battle tactic deck.

Reaction: You used a command on a battle tactic card
CHEAT DESTINY: Can destiny truly be deceived, or are we pulled by strings we cannot see?

Effect: Instead of discarding that card, return it face down to the bottom of your battle tactic deck.


Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
CONSTANT FLUX: Tzeentch’s plans often involve elements of self-sabotage to achieve the final goal.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly units while you are the underdog.

Passive
ARCANE RITUALISTS: This host specialises in esoterically gruesome sorcerous rituals.

Effect: Add 1 to casting rolls for your general while they are wholly within 6" of another friendly unit.


Enhancements

Give your general 1 of the following enhancements.

Once Per Battle, Enemy Movement Phase
PREDICTED STRIKE: Few seers are more accomplished when it comes to predicting an enemy’s movements.

Declare: Pick a visible friendly unit wholly within 12" of your general and that is not in combat to be the target.

Effect: The target can move D6". It cannot move through the combat ranges of enemy units or end that move in combat.

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

Declare: Pick a visible enemy unit within 18" of your general to be the target, then make a casting roll of 2D6.

Effect: On a 5+, roll either 3 dice or a number of dice equal to the number of battle tactic cards you have discarded this battle. For each 4+, inflict 1 mortal damage on the target.

Your Hero Phase
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 visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.

Effect: On a 6+, remove the target from the battlefield and set it up again wholly within 12" of your general and more than 6" from all enemy units.

End of Any Turn
MUTAGENIC SORCERY: As warriors fall around the Tzaangors, some mutate to become the creature that struck them down.

Declare: Pick a visible enemy unit within 12" of your general to be the enemy target. Then, pick a friendly Tzaangors unit in combat with the enemy target to be the friendly target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the enemy target equal to the roll.
  • You can return 1 slain model to the friendly target.


Warscrolls

SPEARHEAD WARSCROLL
Tzaangor Shaman
14"
6
5+
2
Tzaangor Shamans are the most powerful of their bestial kind. Born amongst dark omens, they are favoured by the Architect of Fate and granted a daemonic Disc to raise them above their kin. They combine savage strength with instinctive magical prowess, a combination that few can resist.
SPEARHEAD WARSCROLL
Tzaangor Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Your Hero Phase
MUTATIVE AURA: Those who strike a Tzaangor Shaman are oft reduced to bubbling pools of twisted flesh.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: On a 7+, until the start of your next turn, each time an unmodified hit roll for a combat attack made by the target is 1, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.

KEYWORDS
HERO, WIZARD, CAVALRY, FLY

SPEARHEAD WARSCROLL
Tzaangor Enlightened
14"
4
4+
1
Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully exploit their prey’s weaknesses in battle, unnerving them with an uncanny understanding of their strategies before moving in to capitalise with a killing blow.
SPEARHEAD WARSCROLL
Tzaangor Enlightened
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak34+3+12
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Passive
DELIVER ON FATE: When on the back foot, the Enlightened use the knowledge they have of their enemy’s past battles to predict their movements, taking great satisfaction in running their destined prey to ground.

Effect: Add 1 to charge rolls for this unit while you are the underdog.

KEYWORDS
CAVALRY, FLY

SPEARHEAD WARSCROLL
Tzaangor Skyfires
14"
4
4+
1
Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their target’s most vulnerable weak spots with confounding accuracy.
SPEARHEAD WARSCROLL
Tzaangor Skyfires
RANGED WEAPONS
RngAtkHitWndRndDmg
Arrow of Fate
Arrow of Fate18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Bow Stave and Vicious Beak
Bow Stave and Vicious Beak14+3+-1
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Your Shooting Phase
DESTINED QUARRY: Skyfires often select a target to utterly obliterate and erase from the tapestry of fate.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Add 1 to hit rolls for combat attacks made by friendly units that target that enemy unit for the rest of the turn.

KEYWORDS
CAVALRY, FLY

SPEARHEAD WARSCROLL
Tzaangors
6"
2
5+
1
Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
SPEARHEAD WARSCROLL
Tzaangors
MELEE WEAPONS
AtkHitWndRndDmg
Savage Blade and Vicious Beak
Savage Blade and Vicious Beak24+3+11
Passive
ELDRITCH RAIDERS: Tzaangors plunge into enemy lands, desperately seeking the arcane trinkets and treasures they crave – as well as victims to be transformed in their own bird-like image.

Effect: Add 1 to wound rolls for this unit’s attacks while it is wholly within enemy territory.

KEYWORDS
INFANTRY

Fluxblade Coven

A Fluxblade Coven is a weapon of anarchy and subversion, a dagger thrust into the spine of those who languish in sterile stasis, fearing the inevitability of change. These hidden cells propagate for years, sometimes centuries under the cruel tutorship of a Magister of Tzeentch, awaiting the anointed hour when they will rise up and drown the enemies of disorder in liquid warpflame.

Come that time, the Magister will unleash the full measure of their sorcerous gifts. Stood atop a daemonic Disc of Tzeentch, they soar across the skies, hurling bolts of magic and calling upon their uncanny gifts of precognition to ensure victory in the name of the Change God. The Magister’s infernal charges add to the mayhem: Flamers of Tzeentch spew torrents of fleshmutating fire to corral the foe, while Screamers dart and swoop from on high, tearing strips out of their prey with their razor-sharp teeth.

With the battlefield ablaze, the Tzaangors and Kairic Acolytes of a Fluxblade Coven run rampant, hoping to earn the favour of their duplicitous deity by ritually slaughtering those who would dare defy his will.

This Spearhead army consists of the following units:
General
  • Magister on Disc of Tzeentch
Units
  • 3 Flamers of Tzeentch
  • 3 Screamers of Tzeentch
  • 5 Tzaangors
  • 5 Tzaangors
  • 10 Kairic Acolytes

Battle Traits

Once per Battle, Start of the First Battle Round
MASTERS OF DESTINY: To serve the Changer of the Ways is to instinctively understand the ebb and flow of future events and manipulate them at will.

Effect: Roll 9 dice and put them to one side. These are your destiny dice. During the battle, instead of rolling the dice for 1 of the rolls from the list below, you can pick one of your destiny dice and use it as the roll. Once a destiny dice has been used, it is discarded.

If you want to replace a roll that uses more than one D6, you must use the same number of destiny dice (e.g. you would need to use 2 destiny dice in place of a 2D6 casting roll). Rolls that are replaced count as unmodified rolls and cannot be re-rolled or modified unless noted.

The following rolls can be replaced with destiny dice:
  • Casting rolls
  • Run rolls
  • Charge rolls
  • Hit rolls
  • Wound rolls
  • Save rolls – you must still modify the roll by the Rend characteristic of the attacking weapon.


Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
TRANSIENT FORMS: Some Kairic Acolytes actively seek transformation into Tzaangors, whom they revere as beings closer in nature to their mercurial deity.

Effect: Roll a dice each time a friendly Kairic Acolytes model is slain in the combat phase. On a 4+, you can return 1 slain model to a friendly Tzaangors unit within 9" of the slain model.

Passive
ETERNAL CONFLAGRATION: Some cults of Tzeentch seek to set the very cosmos aflame with the ever-burning fires of change.

Effect: Add 1 to the Rend characteristic of ranged weapons used by friendly Flamers of Tzeentch units.


Enhancements

Give your general 1 of the following enhancements.

Your Hero Phase
SHIELD OF FATE: There is little better protection than to be guided by destiny itself.

Declare: Pick a visible friendly unit wholly within 18" of your general, then make a casting roll of 2D6.

Effect: On a 6+, until the start of your next turn, that unit has WARD (6+). If that unit already has a ward save, add 1 to ward rolls for that unit until the start of your next turn instead.

Your Hero Phase
GLIMPSE THE FUTURE: By focusing on the skeins of potential fates, the sorcerer can glean hints of future events in time to manipulate them.

Declare: If you have fewer than 6 destiny dice, make a casting roll of 2D6.

Effect: On a 7+, you can roll a dice and add it to your destiny dice.

Once Per Battle, Any Combat Phase
DAEMONHEART: Through a dark ritual, the heart of a daemon dwells within your general’s chest, where its dread power can be unleashed to greatly augment the strength of its host.

Declare: Pick an enemy unit within 1" of your general.

Effect: Inflict an amount of mortal damage on that unit equal to the number of the current battle round.

Once Per Battle, Any Combat Phase
TIMESLIP PENDANT: Time is a mutable concept to the bearer of this amulet.

Declare: Pick an enemy unit within 9" of your general.

Effect: That unit has STRIKE-LAST this phase.


Warscrolls

SPEARHEAD WARSCROLL
Magister
on Disc of Tzeentch
14"
6
4+
2
Magisters are amongst the most powerful of Tzeentch’s mortal agents, corrupted in body and soul by the mind-shattering secrets they bear witness to. It is they who command the Arcanite cults, weaving webs of intrigue in the name of the Change God. Filled with eldritch energies as they ride their Discs of Tzeentch, they can wield fantastical fires to scorch the foe or turn men into bestial Tzaangor allies ready to fight for Chaos.
SPEARHEAD WARSCROLL
Magister
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Your Hero Phase
BOLT OF CHANGE: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: On a 6+, inflict D3 mortal damage on the target. If any models are slain by this ability, you can pick a friendly Tzaangors unit wholly within 18" of this unit and return 1 slain model to that Tzaangors unit.

KEYWORDS
HERO, WIZARD, CAVALRY, FLY

SPEARHEAD WARSCROLL
Screamers of Tzeentch
14"
3
5+
1
6+
Speeding daemon-beasts that leave shimmering trails of change-magic in the air, Screamers streak across the skies with wailing cries. They slash any foes they pass with razor-sharp horns and fins before darting down to savage their chosen quarry.
SPEARHEAD WARSCROLL
Screamers of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Lamprey Bite
Lamprey Bite34+3+11
Your Movement Phase
SLASHING FINS: Screamers swoop from discoloured skies to slash at their foes, performing fly-by attacks and effortless manoeuvres.

Declare: Pick an enemy unit that any models in this unit passed across this phase to be the target, then roll a dice for each model in this unit that did so.

Effect: For each 4+, inflict 1 mortal damage on the target.

KEYWORDS
BEAST, FLY, WARD (6+)

SPEARHEAD WARSCROLL
Flamers of Tzeentch
9"
2
5+
1
6+
Flamers of Tzeentch are bizarre entities created solely to spread the Change God’s fires across reality and beyond. Bounding forward on hot gusts of discoloured aether, they spew streams of sorcerous flame from their limbs and multiple gnashing mouths. The more tightly packed the ranks of the foe, the more damage such a barrage will do.
SPEARHEAD WARSCROLL
Flamers of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame
Wyrdflame1233+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
Passive
CAPRICIOUS WYRDFLAME: The lurid fires of change spread as though they were possessed of a malign, mischievous sentience.

Effect: Add 1 to hit rolls for attacks made by this unit if the target unit has 5 or more models.

KEYWORDS
INFANTRY, FLY, WARD (6+)

SPEARHEAD WARSCROLL
Kairic Acolytes
5"
1
5+
1
Kairic Acolytes are the chosen human cultists of Tzeentch. They wear masks and weave illusions to conceal their identities, for they have infiltrated cities and war-camps across the Mortal Realms, awaiting the hour when Change God calls upon them to rise up in open insurrection. Harnessing their collective magical might, Acolytes unleash it in the form of searing bolts that burn through armour with ease. Enemies that do not fall before this arcane fusillade must face their curved blades, which they wield with a strength and skill granted them not by toil and experience but by forfeiting their soul to the Architect of Fate.
SPEARHEAD WARSCROLL
Kairic Acolytes
RANGED WEAPONS
RngAtkHitWndRndDmg
Sorcerous Bolts
Sorcerous Bolts18"14+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Blade
Cursed Blade24+4+-1
Your Shooting Phase
GESTALT SORCERY: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.

Declare: Make a casting roll of 2D6.

Effect: On a 6+, add 1 to the Rend characteristic of this unit’s Sorcerous Bolts this phase.

KEYWORDS
INFANTRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Tzaangors
6"
2
5+
1
Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
SPEARHEAD WARSCROLL
Tzaangors
MELEE WEAPONS
AtkHitWndRndDmg
Savage Blade and Vicious Beak
Savage Blade and Vicious Beak24+3+-1
Passive
LONG-PLANNED STRIKE: Tzaangors are fearsome agents of change on the attack, pushing their longplanned assault into enemy territory with impressive skill and strength.

Effect: While this unit is wholly within enemy territory, its melee weapons have Crit (2 Hits).

KEYWORDS
INFANTRY, REINFORCEMENTS
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.
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.
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

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).
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
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), 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 this turn and 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.
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
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.
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.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.
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.
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).
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. This 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:

War Machine
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
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:

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Army List
Warscrolls collated

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