Contents Cavalry Hero Infantry Hero • Magister Monster Hero War Machine Hero Cavalry Infantry War Machine Faction Terrain Regiment of Renown | ||
14" 7 5+ 2 5+ Tzeentch’s dreaded Gaunt Summoners often go to war atop a daemonic mount known as a Disc of Tzeentch, a flying platform from which they can unleash their most devastating and spectacular spells. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Changestaff [Crit (Mortal)] | ||||||||
| Changestaff Crit (Mortal) | 12" | 3 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warptongue Blade | ||||||||
| Warptongue Blade | 3 | 3+ | 3+ | 1 | 2 | |||
| Disc’s Teeth and Horns [Companion] | ||||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | |||
Passive |
Once Per Battle (Army), Start of Any Turn |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), CAVALRY, FLY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
14" 7 4+ 2 Magisters are powerful sorcerers in service to Tzeentch. Filled with eldritch energies as they ride their Disc of Tzeentch, they unleash a magical onslaught to annihilate the foe, channelling the surging energies of change in order to redouble their own warriors’ attacks. | ||
| 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+ | - | 2 | |||
| Disc’s Teeth and Horns [Companion] | ||||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | |||
Once Per Turn (Army), Reaction: You declared a SPELL ability for a WIZARD within 30" of this unit |
| KEYWORDS | UNBIND |
Passive |
KEYWORDS | HERO, WIZARD (1), CAVALRY, FLY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
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 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | HERO, WIZARD (1), CAVALRY, FLY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK |
14" 5 4+ 2 More than just a powerful warrior, a Fatemaster is surrounded by an aura of change. Mounted atop Discs of Tzeentch, Fatemasters streak into combat, slicing foes with their fireglaives while manipulating fortune for the benefit of their Arcanite cult. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Fireglaive of Tzeentch [Wyrdflame] | |||||||
| Fireglaive of Tzeentch Wyrdflame | 3 | 3+ | 3+ | 1 | D3 | ||
| Disc’s Teeth and Horns [Companion] | |||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Passive |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | HERO, CAVALRY, FLY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, DISC OF TZEENTCH |
14" 6 4+ 2 6+ There is nowhere on the battlefield safe from a Herald riding a Disc of Tzeentch. Bolting through the air, the Fluxmaster conjures blue flames to hurl at the foe before darting in to deliver a swift blow from a mutative Staff of Change. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Iridescent Flames [Wyrdflame] | ||||||||
| Iridescent Flames Wyrdflame | 12" | 3 | 4+ | 4+ | 1 | D3 | ||
| 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 | |||
Once Per Turn (Army), Reaction: You declared a SPELL ability for this unit |
KEYWORDS | HERO, WIZARD (1), CAVALRY, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH |
14" 5 4+ 2 6+ Tzeentch created two daemons, P’tarix and Xirat’p, for the sole purpose of learning every spell in existence. The Blue Scribes, as they are known, ride their Disc of Tzeentch through the realms seeking every fragment of arcana. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sharpened Quills | |||||||
| Sharpened Quills | 2 | 5+ | 5+ | - | 1 | ||
| Disc’s Teeth and Horns [Companion] | |||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Your Hero Phase |
Your Hero Phase | 5 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (1), CAVALRY, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH |
5" 5 6+ 2 6+ Loping into battle on foot, the sour-tempered Heralds known as Changecasters act as Tzeentch’s infantry generals, browbeating lesser entities into line. Their mere presence seems to strengthen nearby daemons’ connection to reality, while their powers of transmutation melt enemy blades and guns to bubbling liquid. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Staff of Change and Ritual Dagger | |||||||
| Staff of Change and Ritual Dagger | 3 | 4+ | 3+ | 1 | D3 | ||
Passive |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
5" 6 3+ 2 A Curseling is a potent warrior-mage imbued with daemonic power through a conjoined, spell-moulding Tretchlet. They love nothing more than overwhelming their foes with an arcane onslaught, melting their armour to liquid before dealing a killing blow. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hurled Arcane Energy | ||||||||
| Hurled Arcane Energy | 18" | D6 | 3+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Staff of Tzeentch and Blazing Sword | ||||||||
| Staff of Tzeentch and Blazing Sword | 5 | 3+ | 4+ | 1 | 2 | |||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), INFANTRY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
5" 6 4+ 2 The military masterminds of the Arcanite cults, Fatemasters are charismatic firebrands who weave plots and illusions to ensure their enemies’ annihilation. Their cursed glaive carves through flesh and metal with unnatural ease, while a loyal Twistwing familiar provides them with an unimpeded view of the battlefield. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cursewrought Glaive | |||||||
| Cursewrought Glaive | 4 | 3+ | 4+ | 2 | 2 | ||
Once Per Turn (Army), Enemy Hero Phase | 2 |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
5" 5 5+ 2 5+ To the daemonic Gaunt Summoners, reality is but a plaything to be mutilated and twisted according to the desires of Almighty Tzeentch. Gazing into infinity with myriad glistening eyes, these lords of the Silver Towers devastate the enemy with their master spellcraft. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Changestaff [Crit (Mortal)] | ||||||||
| Changestaff Crit (Mortal) | 12" | 3 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Warptongue Blade | ||||||||
| Warptongue Blade | 3 | 3+ | 3+ | 1 | 2 | |||
Passive |
Once Per Battle (Army), Start of Any Turn |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), INFANTRY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
5" 6 4+ 2 As a central figure of the cabal that leads an Arcanite cult, a Magister will use all their fell powers to inflict change and ruin upon the Mortal Realms in the name of the Great Conspirator. Those who enter battle on foot are master enchanters who can imbue their allies’ blades with arcane flames. | ||
| 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+ | - | 2 | |||
Once Per Turn (Army), Reaction: You declared a SPELL ability for a WIZARD within 30" of this unit |
| KEYWORDS | UNBIND |
Once Per Turn (Army), Any Combat Phase | 1 |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
6" 8 5+ 2 6+ Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of devastating magic into the enemy ranks, absorbing the eldritch aura of those spellcasters or divine champions that it kills. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Thaumaturge Staff [Shoot in Combat] | ||||||||
| Thaumaturge Staff Shoot in Combat | 12" | 3 | 3+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Great Horns and Cloven Hooves [Charge (+1 Damage)] | ||||||||
| Great Horns and Cloven Hooves Charge (+1 Damage) | 6 | 4+ | 2+ | 1 | 2 | |||
Reaction: Opponent declared a SPELL ability for a unit within 30" of this unit |
| KEYWORDS | MOVE |
End of Any Turn |
KEYWORDS | HERO, WIZARD (1), INFANTRY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
5" 6 5+ 2 5+ A master of illusionary disguise, the Changeling hides amongst its quarry, sowing confusion amongst their ranks. Upon throwing aside its fleshly masquerade, the Changeling uses sorcery and its Trickster’s Staff to openly blast its foes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| The Trickster’s Staff | |||||||
| The Trickster’s Staff | 3 | 3+ | 3+ | 1 | D3 | ||
Passive |
Your Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
6" 8 5+ 2 An Ogroid Thaumaturge is a hulking brute whose size and terrible strength belies a masterful grasp of sorcery. Amongst the Arcanite Cults of the Jade Kingdoms, they are worshipped as living idols – a status they are all too willing to exploit. Their eldritch wards draw upon the souls of nearby cultists, immolating the weak whilst protecting the ogroid from harm. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Thaumaturge Staff | ||||||||
| Thaumaturge Staff | 12" | 3 | 3+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Great Horns and Cloven Hooves [Charge (+1 Damage)] | ||||||||
| Great Horns and Cloven Hooves Charge (+1 Damage) | 6 | 4+ | 2+ | 1 | 2 | |||
Passive |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | CORE, CHARGE |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
12" 16 5+ 5 5+ Kairos Fateweaver can see the past and the future, and he uses this ability to twist destiny to suit his own malevolent purposes. The twin‑headed terror is a master of magic known as the Oracle of Tzeentch – wherever he goes, change is sure to follow. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Staff of Tomorrow | |||||||
| Staff of Tomorrow | 4 | 3+ | 2+ | 1 | D3 | ||
| Curved Beaks | |||||||
| Curved Beaks | 5 | 4+ | 3+ | 1 | 2 | ||
Passive |
Passive |
Passive |
Passive |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
12" 14 5+ 5 5+ The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of their claws, they can hurl foes into the nightmarish Realm of Chaos, blast enemies with wyrdfire or drive them insane with illusions and reality-warping spells. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Storm of Wyrdfire [Crit (Auto-wound)] | ||||||||
| Storm of Wyrdfire Crit (Auto-wound) | 18" | 5 | 3+ | 3+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Eldritch Weapons | ||||||||
| Eldritch Weapons | 6 | 4+ | 3+ | 1 | 3 | |||
Passive |
Once Per Turn (Army), Your Movement Phase | 1 |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Passive |
KEYWORDS | HERO, MONSTER, WIZARD (3), FLY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
12" 10 5+ 2 6+ Trailing flames and maniacal laughter, a Fateskimmer streaks across the skies on a Burning Chariot, the Screamers at the vehicle’s fore biting their prey as they speed by. This Herald of Tzeentch delights in spreading the sorcerous inferno of the Change God far and wide, and nearby daemons are swept up in its gleeful wake. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Staff of Change and Ritual Dagger | |||||||
| Staff of Change and Ritual Dagger | 3 | 4+ | 3+ | 1 | D3 | ||
| Screamers’ Lamprey Bites [Charge (+1 Damage), Companion] | |||||||
| Screamers’ Lamprey Bites Charge (+1 Damage), Companion | 6 | 4+ | 4+ | 1 | 1 | ||
Passive |
Once Per Turn (Army), Any Hero Phase |
KEYWORDS | HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
2D6" 5 5+ 1 Tzeentch Chaos Spawn are, if anything, even more horrifically mutated than others of their kind. Altered at the whim of the Change God, they tear their prey limb from limb with their freakish array of claws, tentacles and hooked appendages. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Freakish Mutations [Crit (2 Hits), Companion] | |||||||
| Freakish Mutations Crit (2 Hits), Companion | 2D6 | 5+ | 4+ | - | 1 | ||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
KEYWORDS | BEAST |
| CHAOS, DISCIPLES OF TZEENTCH |
14" 3 5+ 1 6+ Speeding blurs that leave shimmering trails of change-magic in the air, Screamers streak across the skies with a wailing cry. They slash those foes they pass with razor-sharp horns and fins, and they have a particular taste for enemy spells and conjurations. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Lamprey Bite [Charge (+1 Damage), Companion] | |||||||
| Lamprey Bite Charge (+1 Damage), Companion | 3 | 4+ | 4+ | 1 | 1 | ||
Passive |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
KEYWORDS | BEAST, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
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 [Charge (+1 Damage)] | |||||||
| Tzeentchian Spear and Vicious Beak Charge (+1 Damage) | 3 | 4+ | 3+ | 1 | 2 | ||
| Disc’s Teeth and Horns [Companion] | |||||||
| Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Any Combat Phase |
KEYWORDS | CAVALRY, CHAMPION, FLY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK |
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 | |||
Passive |
Your Shooting Phase |
KEYWORDS | CAVALRY, CHAMPION, FLY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK |
6" 1 6+ 1 6+ Blue Horrors are grumbling daemons that despise existence and all who dwell within it, and they delight in burning it down. If they are destroyed, they transform into bounding Brimstone Horrors that continue to attack with mindless spite. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Arcane Flames [Crit (Auto-wound)] | ||||||||
| Arcane Flames Crit (Auto-wound) | 12" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Spiteful Talons | ||||||||
| Spiteful Talons | 2 | 4+ | 4+ | - | 1 | |||
End of Any Turn |
KEYWORDS | INFANTRY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
9" 5 5+ 1 6+ An Exalted Flamer can project gouts of multicoloured flame, turning entire enemy units into piles of blackened bones. The shifting wyrdflame seems to have a mind of its own, forming hideous faces and ominous sigils with its tongues of fire. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Shoot in Combat] | ||||||||
| Wyrdflame Blast Anti-INFANTRY (+1 Rend), Shoot in Combat | 16" | 4 | 2+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Flaming Maws | ||||||||
| Flaming Maws | 3 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Your Shooting Phase |
Once Per Turn (Army), Any Shooting Phase |
KEYWORDS | INFANTRY, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
9" 2 5+ 1 6+ Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. No natural flames, these conjurations twist and warp the victim’s flesh, unable to be quenched by either water or magical means as they eat through everything they touch. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warping Flames [Anti-INFANTRY (+1 Rend), Shoot in Combat] | ||||||||
| Warping Flames Anti-INFANTRY (+1 Rend), Shoot in Combat | 12" | 3 | 2+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Flaming Maws | ||||||||
| Flaming Maws | 3 | 3+ | 4+ | - | 1 | |||
Once Per Turn (Army), Any Shooting Phase |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
5" 1 4+ 1 Cursed artificers skilled in stonecraft, the Jade Obelisk are acutely aware of their finite time as living flesh. They are single-minded in their purpose to desecrate the idols of false gods before their mortal bodies succumb to inevitable petrification. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Mason’s Tools [Anti-FACTION TERRAIN (+1 Rend)] | |||||||
| Mason’s Tools Anti-FACTION TERRAIN (+1 Rend) | 2 | 4+ | 3+ | 1 | 1 | ||
| MODEL | BASE SIZE |
| 5 x Desecrators, Nephrite Priestess, Obelisk Bearer | 32mm |
| 5 x Idolarc, Defacers | 28.5mm |
Passive |
Passive |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION (1/9) |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
5" 1 5+ 1 Kairic Acolytes are the chosen human cultists of Tzeentch. Each has sworn their immortal soul to the Architect of Fate in exchange for the promise of power. In death or in life, they serve their master’s constantly changing agenda. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Kairic Blades | |||||||
| Kairic Blades | 2 | 4+ | 3+ | 1 | 1 | ||
Once Per Turn (Army), Enemy Movement Phase |
| KEYWORDS | MOVE |
KEYWORDS | INFANTRY, CHAMPION |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
6" 2 5+ 1 6+ Gibbering and warbling, the luminescent Pink Horrors whirl and flail, generating raw magic that can manifest as blasts of unnatural fire that scour the enemy. Should they be slain, Pink Horrors can split in twain to form two lesser incarnations. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Arcane Flames [Crit (Auto-wound)] | ||||||||
| Arcane Flames Crit (Auto-wound) | 12" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Taloned Hands | ||||||||
| Taloned Hands | 2 | 4+ | 4+ | - | 1 | |||
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
6" 3 4+ 1 Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully caw out the past mistakes of their enemies, unnerving them before moving in to capitalise with each blow | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tzeentchian Spear and Vicious Beak | |||||||
| Tzeentchian Spear and Vicious Beak | 2 | 4+ | 3+ | 1 | 2 | ||
Passive |
KEYWORDS | CHAMPION, INFANTRY |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK |
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 Blades and Vicious Beak [Crit (2 Hits)] | |||||||
| Savage Blades and Vicious Beak Crit (2 Hits) | 3 | 4+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK |
5" 1 5+ 1 Kairic Acolytes are the Change God’s most numerous mortal servants, and thousands of them exist secretly in cities such as Hammerhal Ghyra and Greywater Fastness. Though only human, they use arcane craft to swell their muscles and ignite their blades with sorcerous flames. Such rituals turn them into fearsome killers, and they leap into battle screaming praise to Tzeentch. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cursed Blades and Glaives | |||||||
| Cursed Blades and Glaives | 2 | 4+ | 3+ | - | 1 | ||
Passive |
Once Per Turn (Army), Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
6" 2 6+ 1 6+ Once the servant of a Gaunt Summoner, Ephilim bears the impossible task of cataloguing every conceivable permutation of Tzeentchian daemon. Accompanied by their infernal Pandaemonium, they now search the realms for nexuses of change-magic, where their sorcery can coax even stranger daemons into being. From the pyromaniacal Kindlefinger to the piscine Apo’trax and the avian Flamespooler to the hound-thing known as Spawnmaw, the daemons bound to Ephilim are utterly bizarre in form. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warping Wyrdfire [Wyrdflame, Anti-UNIQUE (+1 Rend)] | ||||||||
| Warping Wyrdfire Wyrdflame, Anti-UNIQUE (+1 Rend) | 12" | 2 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Daemonic Talons | ||||||||
| Daemonic Talons | 2 | 4+ | 5+ | - | 1 | |||
| MODEL | BASE SIZE |
| Ephilim the Unknowable, Spawnmaw and Flamespooler | 32mm |
| Kindlefinger and Apo’trax, the Starefysh | 25mm |
Once Per Turn, Any Shooting Phase |
End of Any Turn |
KEYWORDS | UNIQUE, WIZARD (1), INFANTRY, CHAMPION, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
5" 2 5+ 1 Vortemis has been instrumental in twisting the strands of fate to serve the will of Tzeentch. His Arcanite Cult had spies in the city of Shadespire for centuries, and he has plotted to undermine Nagash for just as long. Agents of the Gaunt Summoners, the Eyes of the Nine seek out artefacts redolent with realm magics that they can corrupt with Tzeentchian energy. With these ensorcelled lodestones, they intend to tether the Silver Towers to reality. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Mighty Sorcerous Bolt | ||||||||
| Mighty Sorcerous Bolt | 18" | 1 | 4+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Mighty Sorcerous Bolt | ||||||||
| Mighty Sorcerous Bolt | 2 | 4+ | 4+ | - | 1 | |||
| MODEL | BASE SIZE |
| Vortemis the All-seeing, K’charik, Narvia and Turosh | 32mm |
| Horrors | 25mm |
Passive |
Passive |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
| CHAOS, DISCIPLES OF TZEENTCH, ARCANITE |
12" 8 5+ 2 6+ Drawn through the skies by a pair of Screamers, a Burning Chariot rides upon a wave of multicoloured flames that scorch all in its wake, while the Exalted Flamer that writhes and twists upon its back breathes out sheets of unnatural, billowing fire. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Shoot in Combat] | ||||||||
| Wyrdflame Blast Anti-INFANTRY (+1 Rend), Shoot in Combat | 16" | 4 | 2+ | 4+ | - | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Flaming Maws and Blue Horrors’ Jabs | ||||||||
| Flaming Maws and Blue Horrors’ Jabs | 6 | 4+ | 3+ | - | 1 | |||
| Screamers’ Lamprey Bites [Charge (+1 Damage), Companion] | ||||||||
| Screamers’ Lamprey Bites Charge (+1 Damage), Companion | 6 | 4+ | 4+ | 1 | 1 | |||
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | WAR MACHINE, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
- 6 4+ - 6+ Twin splinters of sorcerous crystal chipped from the daemonic core of a Silver Tower, Argent Shards radiate the madness and mutative corruption of Tzeentch. Sorcerers of the Change God can draw from this potent font to fuel their spells. If one of these profane monuments is sundered it will split in two, ensuring that its reign of anarchy continues apace. | ||
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), Any Movement Phase |
KEYWORDS | FACTION TERRAIN, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH |
- 6 4+ 7+ 6+ Drizzling ectoplasm and daemonic fire, the conjured sigil of Tzeentch is so redolent with mutative energies that it can transform those around it into a thousand fleshy forms. To stand close by is to risk horrific transmogrification - though in the final reckoning of battle, some of these mutations are as much a blessing as they are a curse. | ||
Any Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH |
9" 8 5+ 7+ 6+ The twin-headed monstrosity known as the Daemonic Simulacrum is not a true daemon but a living mirage, a manifestation of the duplicity and cunning of the Lords of Change that guide their Arcanite puppets to war. Though ephemeral, when these illusory creatures bite, they can tear away the minds of the foe to leave them drooling imbeciles. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Snapping Jaws [Anti-WIZARD (+1 Rend), Crit (Mortal)] | |||||||
| Snapping Jaws Anti-WIZARD (+1 Rend), Crit (Mortal) | 2D6 | 4+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH |
4" 5 6+ 7+ 6+ By conjuring a Tome of Eyes, a spellcaster can read knowledge inscribed by daemonic forces as the Tome examines their essence in turn. Tzeentch’s sorcerers can invoke a dizzying variety of dangerous and devious magic by reading from the Tome’s smouldering pages, though they do so at the risk of their immortal soul. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Incinerating Gaze | |||||||
| Incinerating Gaze | 2D6 | 4+ | 4+ | - | 1 | ||
Your Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| CHAOS, DISCIPLES OF TZEENTCH |


Bounding along to the joyously discordant tunes of Fetorlux the Bilepiper, these Beasts of Nurgle frolic through the enemy’s lines in unbridled happiness, leaving devastation in their wake. These rampant and rambunctious children of the Plague God are filled with unfettered abandon. Spreading filth and contamination with their antics, they are the Grandfather’s grotesque hunting hounds. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |


Those rare few that achieve apotheosis stand upon the apex of the Path to Glory as Daemon Princes, each seeking to engrave their names upon the annals of history. Alongside worshippers and daemons of their chosen patron, they will wreak paths of catastrophic violence across the realms to further their legend. Those accompanying these Daemon Princes are branded with a mark of favour from their god. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Passive |
Passive |


Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword. | ||
Passive |
Once Per Turn (Army), Enemy Hero Phase |
Passive |


Legends hold that Chaos Lord Skaldior rose to serve Archaon centuries ago. His host travels the realms in complete silence, their arrival to battle heralded only by the warping and bending of the lands around them. Lord Skaldior carries out the Everchosen’s bidding wherever he is sent, appearing amongst the Dark Pantheon’s faithful and fighting alongside them to further Archaon’s unknowable designs. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |


It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy.
One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it.
For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Passive |


Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
Once Per Turn (Army), Any Hero Phase |


None are more dedicated to recovering Hashut’s relics than Thorzbuul the Seeker. This fanatical priest has travelled far, hunting scraps of a Zharralid dirge said to be able to break the realms in twain. Accompanied by a hulking daemon-engine guardian – a gift from Sharnok of Ur-Zorn, following some mysterious service – Thorzbuul pursues his prize by ripping open ley lines and listening for fractious notes of dissonance in their echo. More than once has his quest seen him fight alongside other marauding hosts of Chaos. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 6 |
| KEYWORDS | PRAYER |
End of Any Turn |


Many Daemonsmiths detest walking the muck of the realms, leaving underlings to handle direct trade. Yet Gurok the Leveller prefers the personal touch, as he believes only his magics can coax out the full devastating potential of his glorious engines. Even the dreaded Korghos Khul once sought the service of Gurok’s artillery, for it can break an enemy army’s spine in moments. Of course, Gurok is no fool. Once his weapons’ power has been aptly demonstrated, negotiations can begin in earnest… | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Once Per Turn (Army), Your Shooting Phase | 1 |


Where Skarbrand walks, death follows. When a massacre beckons, he arrives bellowing his hatred, crashing into the fray to butcher anything before him. He will do so even when it is the hosts of Khorne's brother-gods who take the field, for his sole purpose is to ensure that the Lord of Battles receives his due. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Any Combat Phase |


Led by the Spoilpox Scrivener Ortholax Noxiblight, the Pustules are an infamous tallyband of Plaguebearers charged with spreading the most virulent diseases across every land yet to feel the Grandfather’s beneficent touch. Accompanied by a looming Gnarlmaw, they seed the earth with abundant contagion all while cataloguing the many poxes unleashed by their diligent efforts. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY TERRAIN |
Once Per Turn (Army), End of Any Turn |


A lifetime of carnage has left Zarxor Hell-Eye with only one goal: to experience battle in every form and glimpse the true face of the Red God. He is followed by those who share his apocalyptic desires, mortal devotees thrown into fits of heedless battle-madness by the force of the preacher's oratory and drive. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Once Per Turn (Army), End of Any Turn |


Not all Warlocks stay with their clan. Some chafe under authority; others flee after some contraption goes awry. It is not clear which category Grisk Volt-Klaw falls under, but the Galvaneer avoids wider Skavendom, hiring out his arsenal in exchange for exorbitant warpstone tithes - in part because of greed and in part because he has modified his creations to such extremes that they consume arcane fuel at an astonishing rate. With warpstone deposits forming across the realms in the Hour of Ruin, business is booming. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
Each unit in this Regiment of Renown has the VOLT-KLAW’S ENGINECOVEN keyword. | ||
Once Per Battle (Army), Your Shooting Phase |
Passive |


Gunnar Brand is a legend amongst the Darkoath tribes of the Great Parch in Aqshy. He is a champion of the gods, however unwillingly, and though often found leading his tribe to war, there are times when he must roam far from his homeland. With him come his keen-eyed daughter Singri, the muscular huscarl Dendrel, the twisted shaman Nadja, and Tanari of the Takblood, both a rival and a staunch ally. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), End of Any Turn |


Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown |


Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
| ||
Your Charge Phase |
Passive |


Utgar Harrowhand was once a Varanguard, one of the Everchosen’s executioners, until he had a run-in with a nest of Flesh-eaters. Though he has since transformed into a monstrous Varghulf, flashes of loyalty to his old master occasionally surface – so potent that they also seize the ghoulish ‘knights’ who still serve him. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle, Deployment Phase |
Once Per Battle (Army), End of Any Turn |


The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way… | ||


Once Per Turn (Army), Your Shooting Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| ||
| ||
| 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. | ||
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The HERO keyword is used in the following Disciples of Tzeentch warscrolls:
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
The CAVALRY keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Disciples of Tzeentch warscrolls:
The WARD 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 DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
The WARFLOCK keyword is used in the following Disciples of Tzeentch warscrolls:
The DISC OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The UNIQUE 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:
Any Hero Phase | 1 |
The INFANTRY keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
The non-HERO ARCANITE keyword is used in the following Disciples of Tzeentch warscrolls:
Your Hero Phase |
| KEYWORDS | BANISH |
The DISCIPLES OF TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Enemy Hero Phase | 1 |
| ||
| 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. | ||
The MONSTER keyword is used in the following Disciples of Tzeentch warscrolls:
The non-HERO DISCIPLES OF TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
| 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. | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The WAR MACHINE keyword is used in the following Disciples of Tzeentch warscrolls:
The BEAST keyword is used in the following Disciples of Tzeentch warscrolls:
| 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 Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Passive |
The CHAMPION keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
The MUSICIAN keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Disciples of Tzeentch warscrolls:
The HERO and ARCANITE keywords are used in the following Disciples of Tzeentch warscrolls:
The MANIFESTATION keyword is used in the following Disciples of Tzeentch warscrolls:
The ENDLESS SPELL keyword is used in the following Disciples of Tzeentch warscrolls:
Once Per Turn (Army), Start of Any Turn |
Your Hero Phase |
| KEYWORDS | BANISH |
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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The WAR MACHINE and HELSMITHS OF HASHUT keywords are used in the following Helsmiths of Hashut warscrolls:
| ||