Disciples of Tzeentch

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

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


Books

BookKindEditionLast update
  Disciples of Tzeentch
  Disciples of TzeentchFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Disciples of Tzeentch armies can use the following abilities:

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

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

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

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

Once Per Turn (Army), Any Shooting Phase
CONFLAGRATION OF TZEENTCH: Many worshippers of Tzeentch desire one thing above all: to engulf the realms in an inferno of wyrdflame and watch in gleeful amusement as the world burns.

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

Effect: The target has the BURNING keyword.

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

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

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

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

Battle Formations

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

Arcanite Cabal

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

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


Tzaangor Coven

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

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


Change Host

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

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

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


Wyrdflame Host

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

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

Heroic Traits

Champions of Destiny

HERO only

Passive
ILLUSIONIST: This warrior uses misdirection and cunning to render their enemies clueless.

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

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

Effect: Roll a dice. You must replace 1 of your destiny dice with that roll.

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

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

Artefacts of Power

Fated Artefacts

HERO only

Passive
NINE-EYED TOME: Some of the most terrible arcane secrets known to the Change God are contained within this ancient tome, the surface of which is dotted with unblinking eyes.

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

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

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

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

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

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

Spell Lore

Lore of Fate

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

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

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

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

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

Effect: Roll either 4 dice or a number of dice equal to the number of destiny dice you have left, whichever is greater. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

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

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

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

Spell Lore

Lore of Change

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

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

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

Your Hero Phase
7
FOLD REALITY: The sorcerer contorts the very fabric of the cosmos, allowing their minions to slip from hither to thither in an eye-blink.

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

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL

Your Hero Phase
7
TRANSFORMED TO SPAWN: Tzeentch is known as the Changer of the Ways; to be in the presence of his minions risks being mutated into a Chaos Spawn.

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

Effect: Inflict D3 mortal damage on the target. If any models are slain by this ability, pick a friendly Chaos Spawn of Tzeentch unit that is in reserve as a potential fate or that has been destroyed.

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

Manifestation Lore

Manifestations of Tzeentch

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

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

Effect: Set up a Tome of Eyes wholly within 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

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

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

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

Your Hero Phase
5
SUMMON BURNING SIGIL OF TZEENTCH: Brief incantations in the Dark Tongue see these burning symbols of worship spark into reality.

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

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

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 any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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

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

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

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

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

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

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

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

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

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

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

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

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
7.0 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. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
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 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.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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).
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.
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

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

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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).
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 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core 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).

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

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

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

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

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

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

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

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

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

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Deployment Phase
MASTERS OF DESTINY: To serve the Changer of the Ways is to instinctively understand the ebb and flow of future events and be able to manipulate their potential to the fullest.

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

During the battle, instead of making a roll from the list below for a friendly DISCIPLES OF TZEENTCH unit, you can spend your destiny dice. The roll you would have made is replaced with the roll on the destiny dice you spend. If you want to replace a 2D6 roll, 3D6 roll, etc. you must spend a number of destiny dice equal to the number before ‘D6’. Any rolls that have been replaced count as unmodified rolls, and they cannot be re-rolled, they cannot be changed and they cannot be modified by other friendly abilities (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
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.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

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