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:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | October 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | October 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | October 2026 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Scourge of Aqshy - Disciples of Tzeentch | ||||
Scourge of Aqshy - Disciples of Tzeentch | Expansion | 4 | July 2026 | |
Hedonites of Slaanesh | ||||
Hedonites of Slaanesh | Battletome | 4 | June 2026 | |
Spearhead: Disciples of Tzeentch - Fluxblade Coven | ||||
Spearhead: Disciples of Tzeentch - Fluxblade Coven | Expansion | 4 | April 2026 | |
Spearhead: Disciples of Tzeentch - Tzaangor Warflocks | ||||
Spearhead: Disciples of Tzeentch - Tzaangor Warflocks | Expansion | 4 | February 2026 | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Battletome | 4 | January 2026 | |
Helsmiths of Hashut | ||||
Helsmiths of Hashut | Battletome | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Blades of Khorne | ||||
Blades of Khorne | Battletome | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Pyrofane Cult | ||||
Pyrofane Cult | White Dwarf | 4 | July 2025 | |
Scourge of Ghyran - Disciples of Tzeentch | ||||
Scourge of Ghyran - Disciples of Tzeentch | Expansion | 4 | May 2025 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 4 | December 2024 | |
Skaven | ||||
Skaven | Battletome | 4 | September 2024 | |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
| Q: | Can a Daemon Prince from the Godmarked Ascendant Regiment of Renown be given enhancements? |
| A: | Yes. In Army Composition 3.5 it states that a unit cannot use faction rules (including enhancements) unless they have a keyword that matches up with the faction’s name. Since the Godmarked Ascendant Regiment of Renown adds such a keyword, that unit is eligible to be given enhancements. |
| 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. |
| 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: | If a unit of Jade Obelisk is placed into reserve or destroyed, does the effect of ‘Chosen by the Stone’ continue to apply to the enemy unit that its Idolarc is next to? |
| A: | Yes, it is a persisting effect. |
| Q: | Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? |
| A: | No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown. |
| Q: | Can the target of ‘Sorcerers of War’ attempt to cast a spell in the combat phase if that wizard already attempted to cast in the hero phase of the same turn? |
| A: | Yes. |
Disciples of Tzeentch armies can use the following abilities:
Once Per Battle (Army), Deployment Phase |
Once Per Turn (Army), Any Hero Phase |
Once Per Battle (Army), Deployment Phase |
Passive |
Passive | 1+ |
Reaction: You declared a SPELL ability for a DISCIPLES OF TZEENTCH unit | 1+ |
Reaction: You declared a CHARGE ability for a DISCIPLES OF TZEENTCH unit in your turn | 1+ |
| 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. |
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.
| Name | Points |
| Fated Blades | 0 |
| Denizens of the Silver Towers | 0 |
| Malevolent Schemers | 0 |
| Mutants and Mad Things | 0 |
| Masters of Fate | 0 |
| Spellweaver Coven | 0 |
Passive |
Passive |
Once Per Turn (Army), Start of Any Turn |
Once Per Turn (Army), Your Movement Phase |
Masters of Fate Passive |
Spellweaver Coven Once Per Turn (Army), Your Combat Phase |
| Q: | Can the target of ‘Sorcerers of War’ attempt to cast a spell in the combat phase if that wizard already attempted to cast in the hero phase of the same turn? |
| A: | Yes. |
Your Movement Phase | 1 |
Any Hero Phase |
Any Hero Phase |
End of Any Turn |
Passive |
Reaction: You declared a SPELL ability for a DISCIPLES OF TZEENTCH unit wholly within 6" of this unit |
Esoteric Treasures Deployment Phase |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Your Hero Phase |
Fated Artefacts Reaction: You declared a non-SUMMON SPELL ability for this unit |
Passive |
Reaction: You declared a SPELL ability for a DISCIPLES OF TZEENTCH unit wholly within 12" of this unit |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
| 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. |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, SUMMON |
Visions of FateVisions of Fate are unique enhancements that can be given to NON-HERO NON-BEAST DISCIPLES OF TZEENTCH units. A unit can only have 1 Vision of Fate.
| Name | Points |
| VISION OF DEFIANT SUPREMACY | 10 |
| VISION OF DESTINED CONQUEST | 30 |
| VISION OF ARCANE SACRIFICE | 20 |
Once Per Battle, Any Hero Phase | 1 |
Once Per Battle, Start of Your Turn |
Passive |
There are a thousand Arcanite cults across the Mortal Realms, ranging from a handful of hidden conspirators to entire civilian underclasses who simply await the command of their leaders to begin their long-awaited purge. The greatest of these secret collectives are overseen by charismatic masterminds chosen by the Change God for their cruel cunning and boundless ambition. These Fatemasters and Magisters hold the fates of thousands in their grasping hands. They have learnt from their master how best to exploit the weaknesses and sins of mortals in order to see Tzeentch's will carried out.
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
| ||
Once Per Battle (Army), Deployment Phase |
Once Per Battle (Army), Deployment Phase |
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), Any Hero Phase | 1 |
Once Per Turn (Army), End of Any Turn | 1 |
Your Movement Phase | 1 |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
The daemonic convocations of the Change God are a reflection of their master’s bizarre nature. These sorcerous armies are led by daemons for whom Tzeentch bears a particular fondness. Whether they be masters of intrigue, deranged fire-starters or mutators of living flesh, they all exist solely to bring about the Architect of Fate’s vision of endless, violent alteration.
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
| ||
Deployment Phase |
Once Per Battle Round, Start of Your Turn |
Your Hero Phase |
Your Movement Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Pyrofane CultROSTER OPTIONS
REGIMENT OPTIONS Any Pyrozealot can join to a regiment led by Gaunt Summoner, Gaunt Summoner on Disc of Tzeentch, Pyrofane Fusil-Major on Ogor Warhulk, Magister, Magister on Disc of Tzeentch | ||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Any Hero Phase |
Once Per Turn (Army), End of Any Turn |
Once Per Battle Round (Army), Start of Battle Round |
Passive |
Once Per Turn, Your Movement Phase |
Your Hero Phase | 4 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
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.
Your Hero's WarscrollYou 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). | ||
|
ARCANITE SORCERER -2DP
| |||||
TZAANGOR BOSS -4DP
AVIAN SPEED: Swift as flightless hunting birds, the Tzaangors advance on their prey.
| |||||||||
ILLUSTRIOUS DAEMON -4DP
LOCUS OF SUMMONING: Such is the majesty of this daemon that it acts as a lodestone for its lesser kin.
| |||||||||
OGROID ENLIGHTENED -5DP
| |||||||||||||||||||||||||||||||||||||||||
Origins
MASTER OF CORRUPTION: This warrior radiates pure mutagenic energy, warping the very ground beneath their feet.
ELDRITCH ARTIFICER: This hero excels in the creation of ensorcelled tools of death. Effect: Roll a dice. On a 3+, the target’s melee weapons have Crit (2 Hits) for the rest of the turn.
THIRD EYE: This warrior possesses an extra eye that grants them prophetic gifts.
ENDLESS MINIONS: This darkly charismatic warlord has a legion of utterly loyal servants at their beck and call. 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
EVER-SHIFTING MIND: This warrior can barely focus on one scheme at a time.
LIMNED IN WYRDFLAME: This hero is cloaked in brightly coloured flames, making it impossible for them to hide.
CURSED BY TZEENTCH: This warrior has offended the Change God, who has severed their connection to the arcane as punishment.
MUTATED LIMBS: This warrior’s constantly writhing mutations make movement something of a challenge. | ||||||||||||||||||
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. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
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. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
SPELL JAUNT: Sapping a manifestation’s energy, the hero transposes their physical form across reality.
MASTER OF MISDIRECTION: This warrior easily redirects incoming attacks, using their minions as a distraction.
STREAM OF BABBLE: This warrior’s constant babbling interferes with their enemy’s magic.
AGENT OF CHANGE: This hero delights in corrupting pure and untouched lands.
SPLINTER SPELL: The caster’s conjuration splits mid-cast, zipping off in multiple directions.
DRIVEN BY FATE: This hero’s weapon moves of its own accord, guided not by strength but by destiny.
CONCEALED SORCERY: Disguised by illusion, the sorcerer hurls a spell from an unexpected angle. 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.
ELDRITCH COVEN: This hero has formed an eldritch pact with fellow sorcerers, combining their powers to malevolent ends. | ||||||||||||||||||||||||||||||||||
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:
SILVER SKIN: These warriors’flesh has turned to gleaming metal that deflects missiles and blades.
BIRD-LIKE LIMBS: The reverse-jointed limbs of these warriors grant them extraordinary speed.
TELEPATHIC LINK: These warriors use a psychic connection to request aid from nearby mages. Effect: The target can use an additional SPELL ability this turn, but this unit must be picked to be the target of that spell.
CROWN OF WYRDFLAME: A corona of corrupting fire causes nearby foes to burst into flames. Effect: Roll 9 dice. For each 5+, inflict 1 mortal damage on the target.
TEMPORAL DISTORTION: Slipping in and out of time, these warriors bypass their enemy’s defences.
INHUMAN REFLEXES: These warriors move with unnatural swiftness, anticipating their foe’s attacks.
DOPPELGÄNGER: These warriors have divided their consciousness between multiple identical forms.
QUICKSILVER BLOOD: Boiling metal runs in the veins of these warriors. | ||||||||||||||||||||||||||||||||||
Tzaangor WarflockGeneral
Units
| ||
Your Movement Phase |
Your Hero Phase |
Reaction: You used a command on a battle tactic card |
Passive |
Passive |
Once Per Battle, Enemy Movement Phase |
Your Hero Phase |
Your Hero Phase |
End of Any Turn |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Staff of Change and Ritual Dagger | |||||||
| Staff of Change and Ritual Dagger | 3 | 4+ | 3+ | 1 | D3 | ||
| Disc’s Teeth and Horns [Companion] | |||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, WIZARD, CAVALRY, FLY |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tzeentchian Spear and Vicious Beak | |||||||
| Tzeentchian Spear and Vicious Beak | 3 | 4+ | 3+ | 1 | 2 | ||
| Disc’s Teeth and Horns [Companion] | |||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Passive |
KEYWORDS | CAVALRY, FLY |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Arrow of Fate | ||||||||
| Arrow of Fate | 18" | 2 | 4+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Bow Stave and Vicious Beak | ||||||||
| Bow Stave and Vicious Beak | 1 | 4+ | 3+ | - | 1 | |||
| Disc’s Teeth and Horns [Companion] | ||||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | |||
Your Shooting Phase |
KEYWORDS | CAVALRY, FLY |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Savage Blade and Vicious Beak | |||||||
| Savage Blade and Vicious Beak | 3 | 4+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY |
Fluxblade Coven| This Spearhead army consists of the following units: General
Units
| ||
Once per Battle, Start of the First Battle Round |
Passive |
Passive |
Your Hero Phase |
Your Hero Phase |
Once Per Battle, Any Combat Phase |
Once Per Battle, Any Combat Phase |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tzeentchian Runestaff | ||||||||
| Tzeentchian Runestaff | 18" | 1 | 3+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warpsteel Sword | ||||||||
| Warpsteel Sword | 3 | 3+ | 4+ | - | D3 | |||
| Disc’s Teeth and Horns [Companion] | ||||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | |||
Your Hero Phase |
KEYWORDS | HERO, WIZARD, CAVALRY, FLY |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Lamprey Bite | |||||||
| Lamprey Bite | 3 | 4+ | 3+ | 1 | 1 | ||
Your Movement Phase |
KEYWORDS | BEAST, FLY, WARD (6+) |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wyrdflame | ||||||||
| Wyrdflame | 12 | 3 | 3+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Flaming Maws | ||||||||
| Flaming Maws | 3 | 3+ | 4+ | - | 1 | |||
Passive |
KEYWORDS | INFANTRY, FLY, WARD (6+) |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sorcerous Bolts | ||||||||
| Sorcerous Bolts | 18" | 1 | 4+ | 3+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Cursed Blade | ||||||||
| Cursed Blade | 2 | 4+ | 4+ | - | 1 | |||
Your Shooting Phase |
KEYWORDS | INFANTRY, REINFORCEMENTS |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Savage Blade and Vicious Beak | |||||||
| Savage Blade and Vicious Beak | 2 | 4+ | 3+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, REINFORCEMENTS |
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
The DISCIPLES OF TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
The non-MONSTER DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), Start of Any Turn |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Enemy Hero Phase | 1 |
Your Hero Phase |
| KEYWORDS | BANISH |
| ||
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
| 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. | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:
The MONSTER keyword is used in the following Blades of Khorne warscrolls:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
| 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 |
| KEYWORDS | DEPLOY TERRAIN |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Passive | 1+ |
The ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The non-WARFLOCK ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
Any Hero Phase | 1 |
| 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. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
| 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. | ||
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
| Q: | When determining the active player, how do you determine when a player has ‘finished setting up their army’? |
| A: | A player has finished setting up their army when all units in their army have been deployed. This means that non-DEPLOY Deployment Phase abilities (e.g. The Masque’s ‘The Endless Dance’ ability) happen after your army has ‘finished setting up’. |
| ||
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Passive |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
The HERO keyword is used in the following Disciples of Tzeentch warscrolls:
The INFANTRY keyword is used in the following Disciples of Tzeentch warscrolls:
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The WARFLOCK keyword is used in the following Disciples of Tzeentch warscrolls:
The non-HERO ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
Passive |
The DISCIPLES OF TZEENTCH and HERO keywords are used in the following Disciples of Tzeentch warscrolls:
The non-HERO DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
| ||
| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |