Disciples of Tzeentch – Warscrolls


Cavalry Hero


DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
on Disc of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Passive
MASTERS OF THE SILVER TOWERS: Gaunt Summoners are attuned to the esoteric magic of the Argent Shards and can call upon their power to violently repulse charging foes.

Effect: Enemy units cannot end a charge move within 1/2" of a friendly Argent Shard that is wholly within 12" of this unit and was set up on the battlefield in the same turn.

Once Per Battle (Army), Start of Any Turn
ALL BELONGS TO TZEENTCH: The Gaunt Summoners have spent centuries remaking reality in their master’s image.

Declare: Pick an objective you do not control and that you controlled earlier in the battle to be the target.

Effect: You control the target objective.

Your Hero Phase
7
ARCANE IMPRISONMENT: Gaunt Summoners delight in banishing foes to their Silver Towers.

Declare: Pick an enemy HERO in combat with this unit to be the target, then make a casting roll of 2D6.

Effect: If the unmodified casting roll exceeds the target’s Health characteristic, it is automatically destroyed and cannot be replaced for the rest of the battle.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), CAVALRY, FLY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-2
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE, 0-1 Arcanite Cabalist

Once Per Turn (Army), Reaction: You declared a SPELL ability for a WIZARD within 30" of this unit
SPELLMASTER: Tzeentch’s foremost mortal disciples are masters of magic, capable of absorbing powerful arcana to fuel their own spells.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, the spell is unbound and its effect is not resolved.

If the spell is unbound, add 1 to casting rolls for this unit for the rest of the phase.
KEYWORDSUNBIND

Passive
FATES CONVERGE: As the paths of Tzeentch’s endless plots cross, the Magister imbues their warriors with a sense of destiny.

Effect: While you have 6 or more fate points, add 1 to the Attacks characteristic of melee weapons used by friendly ARCANITE units while they are wholly within 12" of this unit.

KEYWORDS
HERO, WIZARD (1), CAVALRY, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
14"
6
5+
2
Tzaangor Shamans are the most powerful of their bestial kind. Born amongst dark omens, they are favoured by the Architect of Fate and granted a daemonic Disc to raise them above their kin. They combine savage strength with instinctive magical prowess, a combination that few can resist.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Arcanite Cabalist, Any ARCANITE

Your Hero Phase
AVIAN SWIFTNESS: The Shaman invests nearby allies with avian speed, allowing them to close with the foe in moments.

Declare: Pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target can use CHARGE abilities even if it used a RUN ability in the same turn.

Once Per Turn (Army), Any Combat Phase
WIT OF BEASTS: The Shaman curses the enemy with an atavistic madness, causing them to see themselves as the beasts they ride – or as the beast within.

Declare: Pick a visible enemy MONSTER or CAVALRY unit within 6" of this unit to be the target.

Effect: The target’s melee weapons have the Companion weapon ability for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK


DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
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.
DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
MELEE WEAPONS
AtkHitWndRndDmg
Fireglaive of Tzeentch [Wyrdflame]
Fireglaive of Tzeentch
Wyrdflame
33+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ARCANITE, 0-1 Arcanite Cabalist

Passive
LORD OF FATE: Tzeentch’s chosen disciples can affect the destiny of those around them.

Effect: Add 1 to wound rolls for attacks made by friendly ARCANITE units while they are wholly within 12" of this unit.

Reaction: Opponent declared a SPELL ability
SOULBOUND SHIELD: This shield can shelter the wielder against even the most potent magical attacks.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

KEYWORDS
HERO, CAVALRY, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, DISC OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Fluxmaster
Herald of Tzeentch on Disc
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.
DISCIPLES OF TZEENTCH WARSCROLL
Fluxmaster
Herald of Tzeentch on Disc
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 60mm
Can be reinforced: No
Regiment Options: Any DAEMON

Once Per Turn (Army), Reaction: You declared a SPELL ability for this unit
ARCANE TOME: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.

Effect: Re-roll 1 of the dice in the casting roll.

KEYWORDS
HERO, WIZARD (1), CAVALRY, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
The Blue Scribes
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.
DISCIPLES OF TZEENTCH WARSCROLL
The Blue Scribes
MELEE WEAPONS
AtkHitWndRndDmg
Sharpened Quills
Sharpened Quills25+5+-1
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 60mm
Can be reinforced: No
Regiment Options: Any DAEMON, 0-1 Tzeentchian Deceiver

Your Hero Phase
SCROLLS OF SORCERY: The unlimited arcane knowledge held on these scrolls can conjure sorceries of perfect structure.

Effect: The next time this unit uses a non-SUMMON SPELL ability this phase, do not make a casting roll as part of that ability. Instead, roll a dice. On a 2+, the spell is successfully cast and cannot be unbound.

Your Hero Phase
5
TREACHEROUS BOND: By creating a psycho-conductive link, the Blue Scribes can siphon the worst of any harm that befalls them to allies nearby.

Declare: Pick a friendly unit within this unit’s combat range to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • This unit has WARD (4+).
  • Each time you make an unmodified ward roll of 1-3 for this unit, allocate 1 damage point to the target.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH

Infantry Hero


DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald 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.
DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Passive
LOCUS OF COMMAND: Granted a fraction of Tzeentch’s authority, Changecasters anchor the battleline with their stern presence.

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

Once Per Turn (Army), Your Hero Phase
WEAPON CURSE: The Changecaster's strange powers of mutation warp and dull enemy weapons, rendering them near useless.

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

Effect: Roll a dice. Add 1 to the roll if the target was set up this turn. On a 3+, until the start of your next turn, other than the Companion weapon ability, weapon abilities for attacks that target that unit have no effect.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Arcane Energy
Hurled Arcane Energy18"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tzeentch and Blazing Sword
Staff of Tzeentch and Blazing Sword53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Once Per Turn (Army), Any Combat Phase
WITH SPELL AND SWORD: The Curseling casts deadly spells even in the midst of blade-on-blade combat.

Effect: If this unit is in combat, it can use a non-SUMMON SPELL ability as if it were your hero phase, as if that ability had the UNLIMITED keyword and as if this unit had not cast any spells this turn.

Your Hero Phase
6
ARMOUR-BANE CURSE: The Tretchlet mutters an arcane hex, transforming the enemy’s armour into a molten, dripping ruin.

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

Effect: Subtract 1 from save rolls for combat attacks that target that unit until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
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.
DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
MELEE WEAPONS
AtkHitWndRndDmg
Cursewrought Glaive
Cursewrought Glaive43+4+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Once Per Turn (Army), Enemy Hero Phase
2
LONG IN THE PLANNING: Carefully prepared deceptions and illusions pave the way for a merciless Arcanite assault.

Declare: Spend 2 fate points. Then, pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, the first time an enemy unit ends a charge move within 3" of the target, you can remove the target from the battlefield and set it up in reserve masked by illusion.

Once Per Turn (Army), Your Movement Phase
BOUND RETINUE: The Fatemaster’s Twistwing relays the locations of favoured followers, and when the uprising breaks out, it is these chosen blades who form an honour guard for their master.

Declare: This unit can only use this ability if it is masked by illusion. Pick up to 1 other friendly unit that is masked by illusion to be the target.

Effect: Set up this unit on the battlefield more than 9" from all enemy units. Then, set up the target wholly within 6" of this unit and more than 9" from all enemy units.

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


DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
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.
DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Passive
MASTERS OF THE SILVER TOWERS: Gaunt Summoners are attuned to the esoteric magic of the Argent Shards and can call upon their power to violently repulse charging foes.

Effect: Enemy units cannot end a charge move within 1/2" of a friendly Argent Shard that is wholly within 12" of this unit and was set up on the battlefield in the same turn.

Once Per Battle (Army), Start of Any Turn
ALL BELONGS TO TZEENTCH: The Gaunt Summoners have spent centuries remaking reality in their master’s image.

Declare: Pick an objective you do not control and that you controlled earlier in the battle to be the target.

Effect: You control the target objective.

Your Hero Phase
7
LEADEN LIMBS: The Gaunt Summoner turns the bones of their foes to heavy lead, slowing them to a pained crawl.

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

Effect: Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • The effects of the ‘Fly’ ability do not apply to the target.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Magister
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.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff
Tzeentchian Runestaff18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Once Per Turn (Army), Reaction: You declared a SPELL ability for a WIZARD within 30" of this unit
SPELLMASTER: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those however, that delve too deep into this source of power.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, the spell is unbound and its effect is not resolved.

If the spell is unbound, add 1 to casting rolls for this unit for the rest of the phase.
KEYWORDSUNBIND

Once Per Turn (Army), Any Combat Phase
1
IMBUED WITH ARCANE FIRE: The Magister sets their allies’ blades ablaze with deadly wyrdflame that can melt through steel.

Declare: Pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.

Effect: The target’s melee weapons have Crit (Mortal) until the start of your next turn.

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


DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
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.
DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
RANGED WEAPONS
RngAtkHitWndRndDmg
Thaumaturge Staff [Shoot in Combat]
Thaumaturge Staff
Shoot in Combat
12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns and Cloven Hooves [Charge (+1 Damage)]
Great Horns and Cloven Hooves
Charge (+1 Damage)
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Reaction: Opponent declared a SPELL ability for a unit within 30" of this unit
THAUMATURGE HUNGER: The ogroid senses the coalescence of arcane motes and charges forth in search of this brewing power.

Effect: This unit can move 6". It can move into combat and must end that move closer to the caster. If this unit was in combat at the start of the move, it must end that move in combat.
KEYWORDSMOVE

End of Any Turn
ARCANE ABSORPTION: Ogroid Thaumaturges feast upon the eldritch power of those they slay.

Effect: If any damage points were allocated to an enemy WIZARD or PRIEST by this unit’s attacks this turn and that enemy unit has been destroyed:
  • Heal (7) this unit.
  • Add 1 to this unit’s power level for the rest of the battle.

This unit can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
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.
DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Passive
PUCKISH MISDIRECTION: The Changeling uses illusion and misdirection to mask the movements of its accomplices.

Effect: While they are wholly within 12" of this unit, friendly DISCIPLES OF TZEENTCH units can use the ‘Redeploy’ command even if they were set up in the same turn.

Your Hero Phase
ARCH-DECEIVER: None can detect the veil of the Changeling. Assuming the form of an ally, it sows arcane discord before vanishing.

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

Effect: This unit can immediately use a SPELL ability. When it does so, measure the range and visibility of that SPELL ability from the target. The target is treated as the caster for the purpose of other abilities such as ‘Unbind’.

Your Hero Phase
7
WHISPERS OF TREACHERY: The Changeling spreads thoughts of betrayal amongst the enemy, inciting a bitter spree of bloodshed.

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

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Ogroid Thaumaturge
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.
DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Ogroid Thaumaturge
RANGED WEAPONS
RngAtkHitWndRndDmg
Thaumaturge Staff
Thaumaturge Staff12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns and Cloven Hooves [Charge (+1 Damage)]
Great Horns and Cloven Hooves
Charge (+1 Damage)
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
SOUL-DEEP DEVOTION: Thaumaturges surround themselves with staunchly faithful cultists who are willing to sacrifice their souls in the defence of their sorcerous idol.

Effect: While this unit is within a friendly non-HERO ARCANITE unit’s combat range:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly non-HERO ARCANITE unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
WRATH OF THE THAUMATURGE: With a sweep of its staff, the Thaumaturge steps into a rift to the Crystal Labyrinth, only to re-emerge in the midst of foes who have had the temerity to assault its devotees.

Declare: If this unit is not in combat, pick a friendly ARCANITE unit in combat to be the target.

Effect: Remove this unit from the battlefield and set it up again within 1" of the target and in combat. This unit has charged.
KEYWORDSCORE, CHARGE

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

Monster Hero


DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
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.
DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tomorrow
Staff of Tomorrow43+2+1D3
Curved Beaks
Curved Beaks54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH, 0-1 Arcanite Cabalist

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 1 from its power level.

Passive
MASTER OF DESTINY: Kairos sees both past and future, granting him unchecked power of the fate of his victims.

Effect: If this unit has not already engineered the outcome this battle round, instead of making a casting roll, unbinding roll, banishment roll, hit roll, wound roll or save roll for a visible friendly DISCIPLES OF TZEENTCH unit wholly within 12" of this unit, this unit can engineer the outcome.

If the roll would have been a D6 roll, you can use a value of 6 for it that cannot be modified. If the roll would have been a 2D6 roll, you can use a value of 9 for it that cannot be modified.

Passive
MASTERY OF MAGIC: To master the arcane is to embody Tzeentch’s designs.

Effect: When you make a casting roll for this unit, you can change the lowest D6 to match the highest D6.

Passive
BEACON OF SORCERY: Spreading his arms, Kairos saturates the area with magic.

Effect: Add 1 to casting rolls and unbinding rolls for friendly DISCIPLES OF TZEENTCH WIZARDS while they are wholly within 12" of this unit.

In addition, if a friendly DISCIPLES OF TZEENTCH WIZARD wholly within 12" of this unit unbinds a spell, no command points are spent for that WIZARD to use the ‘Magical Intervention’ command in that phase.

Your Hero Phase
8
FATEFUL REVERSE: Tzeentch’s oracle invades his enemies’ minds with false visions of victory, causing them to charge willingly to their doom.

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

Effect: Until the start of your next turn:
  • If the target charged in the same turn, friendly DISCIPLES OF TZEENTCH units in combat with the target have STRIKE-FIRST.
  • The target’s weapons cannot be affected by the Charge (+1 Damage) weapon ability.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Lord of Change
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.
DISCIPLES OF TZEENTCH WARSCROLL
Lord of Change
RANGED WEAPONS
RngAtkHitWndRndDmg
Storm of Wyrdfire [Crit (Auto-wound)]
Storm of Wyrdfire
Crit (Auto-wound)
18"53+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Eldritch Weapons
Eldritch Weapons64+3+13
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH, 0-1 Arcanite Cabalist

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 1 from its power level.

Once Per Turn (Army), Your Movement Phase
1
SUMMON DAEMONS OF TZEENTCH: To challenge the fractal plans of the Architect of Fate is to face strange daemons born from chaotic sorcery itself.

Declare: Pick a friendly non-HERO DISCIPLES OF TZEENTCH DAEMON unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
6
TEMPORAL MANIPULATION: Lords of Change can alter the very flow of time, calling minions to their side in the blink of an eye.

Declare: Pick another visible friendly DISCIPLES OF TZEENTCH unit that was not set up this turn and that is wholly within 18" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: The target can use the ‘Normal Move’ ability as if it were your movement phase, but it must end that move closer to this unit.
KEYWORDSSPELL

Passive
LOCUS OF IMPOSSIBILITY: The aura of maddening instability surrounding Tzeentch’s greatest daemons fuels their own power whilst ensuring that foes can scarcely land a telling blow.

Effect: Add 1 to casting rolls for this unit. In addition, subtract 1 from hit rolls for attacks that target friendly DISCIPLES OF TZEENTCH DAEMON units while they are wholly within 12" of this unit.

KEYWORDS
HERO, MONSTER, WIZARD (3), FLY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON

War Machine Hero


DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
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.
DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Screamers’ Lamprey Bites [Charge (+1 Damage), Companion]
Screamers’ Lamprey Bites
Charge (+1 Damage), Companion
64+4+11
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DAEMON

Passive
SPREAD THE INFERNO: The Fateskimmer’s fiery determination to burn reality to ashes incites nearby daemons to a murderous frenzy.

Effect: Companion weapons used by friendly DISCIPLES OF TZEENTCH units have Crit (2 Hits) while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Hero Phase
FUEL FOR THE FLAMES: Even the blazing ruin of its own kind serves a Fateskimmer’s ends, each death fuelling the spreading fires.

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

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

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON

Beast


DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 60
Base size: 50mm
Can be reinforced: No

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Deployment Phase
A TWISTED FATE: For some, their destiny is to become a mewling abomination – they just do not know it yet.

Declare: This unit must be deployed using this ability

Effect: Set up this unit in reserve masked by illusion. It has now been deployed.
KEYWORDSDEPLOY

Passive
WAVES OF MUTATION: There is no limit to Tzeentch’s appetite for change.

Effect: Each time this unit is destroyed, set up an identical replacement unit in reserve masked by illusion. Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times.

KEYWORDS
BEAST
CHAOS, DISCIPLES OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Screamers 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.
DISCIPLES OF TZEENTCH WARSCROLL
Screamers of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Lamprey Bite [Charge (+1 Damage), Companion]
Lamprey Bite
Charge (+1 Damage), Companion
34+4+11
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 32mm
Can be reinforced: Yes

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Once Per Turn (Army), Any Charge Phase
DRAWN TO MAGIC: These eldritch creatures like to feast upon arcane manifestations, which they hungrily pursue on sight.

Declare: If this unit is not in combat, pick an enemy MANIFESTATION to be the target. Then, make a charge roll of 3D6.

Effect: This unit can move a distance up to the value of the charge roll. It can move through the combat ranges of enemy units and must end that move within 1/2" of the target. If it does so, this unit has charged.

Then, if this unit charged this turn, inflict D3 mortal damage on each enemy MANIFESTATION in combat with this unit.
KEYWORDSCORE, MOVE, CHARGE

KEYWORDS
BEAST, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON

Cavalry


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
14"
4
4+
1
Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully exploit their prey’s weaknesses in battle, unnerving them with an uncanny understanding of their strategies before moving in to capitalise with a killing blow.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak [Charge (+1 Damage)]
Tzeentchian Spear and Vicious Beak
Charge (+1 Damage)
34+3+12
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 40mm
Can be reinforced: Yes
Notes: Previously Tzaangor Enlightened on Discs of Tzeentch.

Any Combat Phase
ALL TOO PREDICTABLE: The Enlightened are able to glimpse snapshots of their enemy’s past battles, giving them a vital edge in combat.

Effect: If this unit charged this turn, pick 1 of the following effects to apply for the rest of the turn:
  • This unit’s Tzeentchian Spear and Vicious Beak has Crit (2 Hits).
  • Add 1 to the Rend characteristic of this unit’s Tzeentchian Spear and Vicious Beak.

KEYWORDS
CAVALRY, CHAMPION, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
14"
4
4+
1
Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their target’s most vulnerable weak spots with confounding accuracy.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
RANGED WEAPONS
RngAtkHitWndRndDmg
Arrow of Fate
Arrow of Fate18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Bow Stave and Vicious Beak
Bow Stave and Vicious Beak14+3+-1
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 40mm
Can be reinforced: Yes

Passive
GUIDED BY THE FUTURE: The attacks of these warriors are directed by glimpses of the future.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s shooting attacks.

Your Shooting Phase
DESTINED QUARRY: Skyfires often select a target to utterly obliterate and erase from the tapestry of fate.

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

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

KEYWORDS
CAVALRY, CHAMPION, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK

Infantry


DISCIPLES OF TZEENTCH WARSCROLL
Blue Horrors and Brimstone Horrors
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.
DISCIPLES OF TZEENTCH WARSCROLL
Blue Horrors and Brimstone Horrors
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Crit (Auto-wound)]
Arcane Flames
Crit (Auto-wound)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Spiteful Talons
Spiteful Talons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

This unit starts the battle with 10 Blue Horror models or, if it is a reinforced unit, 20 Blue Horror models.
Brimstone Horrors models can be added to this unit using the ‘Split Again’ ability.

End of Any Turn
SPLIT AGAIN: Should a Blue Horror meet its end at the hands of the enemy, it is capable of splitting itself into two lesser daemons.

Effect: Roll a dice for each Blue Horror model in this unit that is slain. On a 3+, you can add 1 Brimstone Horrors model to this unit.

Designer’s Note: You cannot have more than 10 Blue Horror models and 10 Brimstone Horrors models in a non-reinforced unit. You cannot have more than 20 Blue Horror models and 20 Brimstone Horrors models in a reinforced unit.

Models that have been slain and returned to this unit do not count as being slain for the purposes of this ability.

KEYWORDS
INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Wyrdflame Blast
Anti-INFANTRY (+1 Rend), Shoot in Combat
16"42+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 75 × 42mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
HEART OF THE INFERNO: The Exalted Flamer causes the fires of its lesser kin to reach truly horrific levels of intensity.

Declare: Pick up to 2 visible friendly Flamers of Tzeentch units wholly within 12" of this unit to be the targets.

Effect: Add 1 to wound rolls for the targets’ shooting attacks for the rest of the turn.

Once Per Turn (Army), Any Shooting Phase
UNNATURAL HEAT: An Exalted Flamer’s streams of warping fire melt armour to slag and devour defensive wards.

Declare: Pick an enemy unit that was targeted by this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add the number of damage points allocated to the target this phase by this unit’s shooting attacks to the roll. On a 5+, subtract 1 from save rolls for the target for the rest of the turn.

KEYWORDS
INFANTRY, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Flames [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Warping Flames
Anti-INFANTRY (+1 Rend), Shoot in Combat
12"32+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Any Shooting Phase
CAPRICIOUS WYRDFLAME: The mutagenic fires expelled by Flamers are most drawn to those already ablaze with the potential for change.

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

Effect: The target has the BURNING keyword for the rest of the battle.

Once Per Turn (Army), End of Any Turn
LINGERING BURNS: Wyrdflame clings to the enemy, near impossible to quench as it agonisingly devours their bodies and souls.

Declare: This unit can use this ability even if it has been destroyed. Pick any number of BURNING enemy units to be the targets.

Effect: Roll a D3 for each target. On a 1, the target no longer has the BURNING keyword. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Jade Obelisk
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.
DISCIPLES OF TZEENTCH WARSCROLL
Jade Obelisk
MELEE WEAPONS
AtkHitWndRndDmg
Mason’s Tools [Anti-FACTION TERRAIN (+1 Rend)]
Mason’s Tools
Anti-FACTION TERRAIN (+1 Rend)
24+3+11
BATTLE PROFILE

Unit Size: 9      Points: 100
MODELBASE SIZE
5 x Desecrators, Nephrite Priestess, Obelisk Bearer32mm
5 x Idolarc, Defacers28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Passive Mason’s Tools.
  • 4/9 models can carry an Antithete Bow.
  • The champion cannot carry an Antithete Bow.

Passive
IDOLARC: Fashioned from crystal and given life by dark ritual, Idolarcs are the messengers of the Speaker in the Stone.

Effect: This unit’s Idolarc is a token. After setting up this unit on the battlefield for the first time, place its Idolarc next to it.

Passive
SILVER MONOLITHS: The Jade Obelisk draw power from Argent Shards to augment their defence, seeing them as sacred monuments to their deity’s glory.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit while it is wholly within 12" of a friendly Argent Shard.

Once Per Turn (Army), Your Shooting Phase
CHOSEN BY THE STONE: The Jade Obelisk loose a cursed arrow at a chosen foe, marking them out to the Idolarc as a potential sacrifice to the Speaker in the Stone that must be detained.

Declare: If this unit has any models carrying an Antithete Bow, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, place the Idolarcs of all other friendly Jade Obelisk units next to their respective units. Then, place this unit’s Idolarc next to the target.

While a friendly Idolarc is next to an enemy unit, subtract 1" from that enemy unit’s Move characteristic for each fate point you have. This ability cannot reduce an enemy unit’s Move characteristic below half its unmodified value.

KEYWORDS
INFANTRY, CHAMPION (1/9)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
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.
DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
MELEE WEAPONS
AtkHitWndRndDmg
Kairic Blades
Kairic Blades24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Enemy Movement Phase
DRIVEN BY DESTINY: Willing pawns in the Change God’s schemes, Kairic Acolytes are driven by the winds of fate to wherever they can cause the most bloodshed and confusion.

Effect: If this unit is more than 6" from all enemy units, it can move X", where X is the number of fate points you have. It cannot move into combat during any part of that move.
KEYWORDSMOVE

KEYWORDS
INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
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.
DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Crit (Auto-wound)]
Arcane Flames
Crit (Auto-wound)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Taloned Hands
Taloned Hands24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

Passive
LUNATIC DEMISE: Should a Pink Horror be slain, it is capable of bursting into two smaller daemons or else detonating in a blast of wyrdflame.

Effect: Each time a model in this unit is slain, before removing the model from play, pick 1 of the following effects:

Split: Pick a visible friendly Blue Horrors and Brimstone Horrors unit within 12" of this unit. Return up to 2 slain Blue Horror models to that unit.

Petty Vengeance: Pick an enemy unit in combat with this unit to be the target, then roll a dice. On a 5+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened on Foot
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
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened on Foot
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak24+3+12
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 40mm
Can be reinforced: Yes
Notes: Previously Tzaangor Enlightened.
This unit will move to Warhammer Legends on 1 June 2027

Passive
VICIOUS PROTECTORS: As the fiercest of their kind, Tzaangor Enlightened are often tasked with protecting the leaders of the Arcanite Cults. Not only do they excel at slaying those who threaten their charges, but the disturbingly insightful taunts they constantly crow fill their foes with doubt, robbing their strikes of conviction.

Effect: While there is a visible friendly ARCANITE HERO within this unit’s combat range:
  • Subtract 1 from hit rolls for combat attacks that target that friendly ARCANITE HERO.
  • Add 1 to hit rolls for this unit’s combat attacks.

KEYWORDS
CHAMPION, INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangors
6"
2
5+
1
Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangors
MELEE WEAPONS
AtkHitWndRndDmg
Savage Blades and Vicious Beak [Crit (2 Hits)]
Savage Blades and Vicious Beak
Crit (2 Hits)
34+3+11
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

Passive
ELDRITCH RAIDERS: Tzaangors plunge into enemy lands, desperately seeking the arcane trinkets and treasures they crave – as well as victims to be transformed in their own bird-like image.

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

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK


DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Kairic Acolytes
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.
DISCIPLES OF TZEENTCH WARSCROLL
Scourge of Ghyran Kairic Acolytes
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Blades and Glaives
Cursed Blades and Glaives24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
EMPOWERED BY MAGIC: Kairic Acolytes absorb power from roving arcane manifestations to strengthen their own bodies.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons while this unit is wholly within 12" of any MANIFESTATIONS (friendly or enemy).

Once Per Turn (Army), Your Shooting Phase
VULCHARC: Some Kairic Acolytes train to see through the eyes of Vulcharcs, Tzeentch-touched avians that feed upon magic. These birds are often dispatched by their handlers to spy out a foe’s weaknesses, secrets that are duly shared with their fellow cultists to give them the advantage once battle is joined.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: For the rest of the turn, add 1 to the Rend characteristic of melee weapons used by friendly Kairic Acolytes units for attacks that target that enemy unit.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Ephilim’s Pandaemonium
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.
DISCIPLES OF TZEENTCH WARSCROLL
Ephilim’s Pandaemonium
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Wyrdfire [Wyrdflame, Anti-UNIQUE (+1 Rend)]
Warping Wyrdfire
Wyrdflame, Anti-UNIQUE (+1 Rend)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Daemonic Talons
Daemonic Talons24+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Ephilim the Unknowable, Spawnmaw and Flamespooler32mm
Kindlefinger and Apo’trax, the Starefysh25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Warping Wyrdfire and Daemonic Talons. The models in this unit are:
  • Ephilim the Unknowable (champion)
  • Spawnmaw
  • Flamespooler
  • Kindlefinger
  • Apo’trax, the Starefysh

Once Per Turn, Any Shooting Phase
POWER LEECH: Ephilim has the ability to drain magical power from their minions.

Effect: Roll a D3. Allocate a number of damage points to this unit equal to the roll (ward rolls cannot be made for those damage points). Then, add 2 to the Attacks characteristic of this unit’s ranged weapons for the rest of the turn.

End of Any Turn
KEEPER OF THE PANDAEMONIUM: With a flick of their wrist, Ephilim can summon those daemons they have catalogued to their side in an instant.

Effect: You can return D3 slain models to this unit.

KEYWORDS
UNIQUE, WIZARD (1), INFANTRY, CHAMPION, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Eyes of the Nine
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.
DISCIPLES OF TZEENTCH WARSCROLL
Eyes of the Nine
RANGED WEAPONS
RngAtkHitWndRndDmg
Mighty Sorcerous Bolt
Mighty Sorcerous Bolt18"14+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Sorcerous Bolt
Mighty Sorcerous Bolt24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Vortemis the All-seeing, K’charik, Narvia and Turosh32mm
Horrors25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with a Mighty Sorcerous Bolt and Arcanite Weapons. The models in this unit are:
  • Vortemis the All-seeing (champion)
  • K’charik
  • Narvia
  • Turosh
  • Blue Horror

Passive
BRIMSTONE HORROR: If the Blue Horror is slain, it transforms into a pair of capering Brimstone Horrors.

Effect: This unit’s Brimstone Horror is a token. When this unit’s Blue Horror is slain, place this unit’s Brimstone Horror on the battlefield. Add 1 to the Damage characteristic of this unit’s Mighty Sorcerous Bolt while its Brimstone Horror is on the battlefield. If you make an unmodified save roll of 1 for this unit, remove this unit’s Brimstone Horror from the battlefield.

Passive
VORTEMIS THE ALL-SEEING: No greater practitioners of the arcane arts are there than the Magisters of Tzeentch.

Effect: While this unit’s Vortemis the All-seeing is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE

War Machine


DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
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.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Wyrdflame Blast
Anti-INFANTRY (+1 Rend), Shoot in Combat
16"42+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws and Blue Horrors’ Jabs
Flaming Maws and Blue Horrors’ Jabs64+3+-1
Screamers’ Lamprey Bites [Charge (+1 Damage), Companion]
Screamers’ Lamprey Bites
Charge (+1 Damage), Companion
64+4+11
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Any Charge Phase
FIERY DEATH FROM ABOVE: The Burning Chariot barges through enemy lines, spreading flaming ruin in its wake.

Declare: If this unit charged this turn, pick a visible enemy unit within 1" of it to be the target.

Effect: Effect: Roll a D3. On a 1, gain 1 fate point. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • This unit can immediately use a RETREAT ability as if it were your movement phase. No mortal damage is inflicted on this unit by that RETREAT ability.

KEYWORDS
WAR MACHINE, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON

Faction Terrain


DISCIPLES OF TZEENTCH WARSCROLL
Argent Shard
-
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.
DISCIPLES OF TZEENTCH WARSCROLL
Argent Shard
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 80mm
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Once Per Turn (Army), Any Hero Phase
MAGICAL FOCUS: The Argent Shards act as channelling foci through which Tzeentch’s spellcasters can launch their devastating arcane bombardments.

Effect: The next time a friendly DISCIPLES OF TZEENTCH unit uses a SPELL ability this phase, when picking targets for that spell, you can measure range and visibility from this terrain feature instead of from the caster, and your opponent can measure range and visibility to this terrain feature instead of to the caster for the purposes of the ‘Unbind’ ability.

Once Per Turn (Army), Any Movement Phase
SORCEROUS DUPLICATION: Argent Shards do not obey the laws of reality. They can phase into and out of existence and split apart into two identical copies.

Effect: Pick 1 of the following effects:
  • If there is only 1 friendly Argent Shard on the battlefield, set up another Argent Shard wholly within 12" of this terrain feature, more than 1" from all other terrain features, more than 3" from all objectives and more than 9" from all enemy units.
  • Remove this terrain feature from the battlefield and set it up again on the battlefield more than 1" from all other terrain features, more than 3" from all objectives and more than 9" from all enemy units.

KEYWORDS
FACTION TERRAIN, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH

Endless Spell


DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil 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.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil of Tzeentch
Any Hero Phase
RADIANT TRANSMOGRIFICATION: The Burning Sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.

Declare: This MANIFESTATION must use this ability in each hero phase. Pick each unit (friendly and enemy) within 9" of this MANIFESTATION to be the targets.

Effect: Roll 2 dice, pick either result, then apply the corresponding effect for the rest of the turn:
1: No effect.
2-3: Heal (D3) each friendly DISCIPLES OF TZEENTCH target. Inflict D3 mortal damage on each enemy target.
4: Friendly DISCIPLES OF TZEENTCH targets can use CHARGE abilities even if they used a RUN ability in the same turn. Enemy targets cannot use RUN abilities.
5: Add 1 to hit rolls for attacks made by friendly DISCIPLES OF TZEENTCH targets. Subtract 1 from hit rolls for attacks made by enemy targets.
6: Add 1 to wound rolls for attacks made by friendly DISCIPLES OF TZEENTCH targets. Subtract 1 from wound rolls for attacks made by enemy targets.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
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.
DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Jaws [Anti-WIZARD (+1 Rend), Crit (Mortal)]
Snapping Jaws
Anti-WIZARD (+1 Rend), Crit (Mortal)
2D64+3+11
Passive
JAWS OF FATE: The more potent the aura of Tzeentchian magic, the more terrifyingly corporeal the Simulacrum’s teeth become.

Effect: Add 2 to the Attacks characteristic of this unit’s Snapping Jaws for each fate point you have.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Tome of Eyes
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.
DISCIPLES OF TZEENTCH WARSCROLL
Tome of Eyes
MELEE WEAPONS
AtkHitWndRndDmg
Incinerating Gaze
Incinerating Gaze2D64+4+-1
Your Hero Phase
COMPENDIUM OF DARK KNOWLEDGE: As the Tome flicks through its endless pages, it peers into the minds of nearby mages and gives knowledge to the loyal.

Declare: Pick a visible friendly DISCIPLES OF TZEENTCH WIZARD within 3" of this MANIFESTATION to be the target.

Effect: The target can immediately use a SPELL ability from the Lore of Change or the Lore of Fate.

Designer’s Note: That spell does not count towards the number of SPELL or BANISH abilities the target can use this phase.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH

Regiment of Renown


REGIMENT OF RENOWN
Diseased Revellers
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.
REGIMENT OF RENOWN
Diseased Revellers
INCLUSION

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

BATTLE PROFILE

Points: 310

Passive
THE PIPER’S INFECTIOUS MELODIES: Driven into blissful delirium by the farts and squelches emanating from Fetorlux’s gutpipes, these Beasts of Nurgle are ever eager to find new playmates.

Effect: While a Beast of Nurgle in this Regiment of Renown is within 3" of this Regiment of Renown’s Sloppity Bilepiper, it can use the 'Attention Seekers' ability even if the other Beast of Nurgle in this Regiment of Renown has already used it this turn.


REGIMENT OF RENOWN
Godmarked Ascendant
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.
REGIMENT OF RENOWN
Godmarked Ascendant
INCLUSION

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

BATTLE PROFILE

Points: 260

Passive
GODMARKED LEGION: The mightiest of warriors in the godmarked legions of Chaos can be elevated to daemonhood should their patron deem them worthy.

Effect: The unit in this Regiment of Renown gains the ‘Gifts of Chaos’ ability and one of the following faction keywords that matches your army’s faction:

Passive
GIFTS OF CHAOS: This daemon takes to the field redolent with god-given gifts.

Effect:
  • If this unit has the BLADES OF KHORNE keyword, add 1 to the Attacks characteristic of its Hellforged Weapons and its Hellforged Weapons have the Blood-Hungry weapon ability.
  • If this unit has the DISCIPLES OF TZEENTCH keyword, it has WIZARD (1).
  • If this unit has the MAGGOTKIN OF NURGLE keyword, it has WARD (5+).
  • If this unit has the HEDONITES OF SLAANESH keyword, add 1 run rolls and charge rolls for it.


REGIMENT OF RENOWN
Krittok’s Clawpack
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...
REGIMENT OF RENOWN
Krittok’s Clawpack
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.


BATTLE PROFILE

Points: 380

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

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

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

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.


REGIMENT OF RENOWN
Lord Skaldior’s Chosen
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.
REGIMENT OF RENOWN
Lord Skaldior’s Chosen
INCLUSION

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

BATTLE PROFILE

Points: 530

Passive
IRONCLAD DESPOILERS: Punching into the enemy lines like a mailed fist, once these warriors have taken a vital position on the battlefield, little can be done to wrest control from them.

Effect: Add 1 to save rolls for units in this Regiment of Renown while they are contesting an objective you control.

Add 1 to wound rolls for units in this Regiment of Renown while they are contesting an objective you do not control.


REGIMENT OF RENOWN
One-eyed Grunnock
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.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
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.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

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

BATTLE PROFILE

Points: 530

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESCENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Seeker of the Dread Dirge
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.
REGIMENT OF RENOWN
Seeker of the Dread Dirge
INCLUSION

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

BATTLE PROFILE

Points: 260

Your Hero Phase
6
DIRGE OF DESOLATION: Thorzbuul has recovered only fragments of the script he searches for, but even these can cause the land to buckle and break.

Declare: Pick the Ashen Elder in this Regiment of Renown to chant this prayer, pick a terrain feature on the battlefield to be the target, then make a chanting roll of D6.

Effect: Roll a D3 for each enemy unit contesting the target. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. If the chanting roll was 12+, you can pick another terrain feature to be a second target.
KEYWORDSPRAYER

End of Any Turn
ALL-CONSUMING SEARCH: Thorzbuul will leave entire ley lines drained dry should it lead him to his goals.

Declare: Pick the Ashen Elder in this Regiment of Renown to use this ability. Then, pick an objective or Place of Power that they are contesting and that has not been picked to be the target of this ability this battle to be the target.

Effect: Roll 6 dice. For each 5+, give this unit 1 ritual point.


REGIMENT OF RENOWN
The Curse-Steel Battery
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…
REGIMENT OF RENOWN
The Curse-Steel Battery
INCLUSION

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

BATTLE PROFILE

Points: 380

Your Hero Phase
7
REINFORCE DAEMONSTEEL: The black runes Gurok has carved into his armour and war machines allow him to bolster their resilience through sorcerous means.

Declare: Pick the Daemonsmith in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
KEYWORDSSPELL

Once Per Turn (Army), Your Shooting Phase
1
DISPLAY OF TOTAL POWER: The first salvo from Gurok’s engines comes free of charge. Should clients show a taste for such power, subsequent bombardments demand a price…

Declare: If neither WAR MACHINE unit in this Regiment of Renown used any SHOOT abilities this turn, pick an enemy unit to be the target.

Effect: For the rest of the turn:
  • While that enemy unit is on the battlefield, the WAR MACHINE units in this Regiment of Renown can only pick that enemy unit to be the target of their shooting attacks.
  • Each of those WAR MACHINE units counts as if it had 3 daemonic power points.

The first time you use this ability, you can use it without any command points being spent.


REGIMENT OF RENOWN
The Exiled One
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.
REGIMENT OF RENOWN
The Exiled One
INCLUSION

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

BATTLE PROFILE

Points: 390

Any Combat Phase
HATRED FOR ALL: Skarbrand acknowledges no friend or ally - for in time, as sure as the cosmos wheels, all friendships fail, all love and trust dies, and all returns to blood and violence.

Declare: You must use this ability if this unit is not in combat and there are any other visible friendly units within this unit’s combat range. You must pick 1 of those friendly units to be the target.

Effect: Resolve combat attacks for this unit against the target.


REGIMENT OF RENOWN
The Pustules
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.
REGIMENT OF RENOWN
The Pustules
INCLUSION

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

BATTLE PROFILE

Points: 200

Deployment Phase
BLIGHTED GROWTH: Gifted in the seeding of blighted earth, the Pustules can always coax part of the Grandfather’s rancid orchard into existence.

Effect: Set up this Regiment of Renown’s Feculent Gnarlmaw wholly within friendly territory and more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN

Once Per Turn (Army), End of Any Turn
MULTITUDINOUS DISEASES: The soil around the Pustules’ Feculent Gnarlmaw is so ripe with a slew of diseases that the pestilent and malodorous gain unclean succour from its presence.

Declare: If this Regiment of Renown’s Plaguebearer’s unit is wholly within 12" of this Regiment of Renown’s Feculent Gnarlmaw, pick that Plaguebearers unit to be the target.

Effect: Heal (1) the target. If the target is contesting an objective, you can also return 1 slain model to the target unit.


REGIMENT OF RENOWN
The Red Revelation
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.
REGIMENT OF RENOWN
The Red Revelation
INCLUSION

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

BATTLE PROFILE

Points: 380

Your Hero Phase
4
FRENZIED VIOLENCE: Zarxor's chanting inspires an insensate frenzy in his followers.

Declare: Pick the Slaughterpriest in this Regiment of Renown to chant this prayer, pick a visible unit in this Regiment of Renown wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target unit has WARD (5+) while every model in that unit is wholly within the combat range of an enemy unit. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Once Per Turn (Army), End of Any Turn
GLIMPSE THE GOD: Those who spy a shard of Zarxor's truths fight without human restraint.

Declare: Pick each unit in this Regiment of Renown that used a FIGHT ability this turn to be a target.

Effect: If any damage points were allocated to an enemy unit by the target’s combat attacks this turn, that enemy unit was destroyed this turn, and no damage points were allocated to that enemy unit this turn by combat attacks made by a friendly unit that is not in this Regiment of Renown, for the rest of the battle, add 2 to the Attacks characteristic of the target’s Blood-hungry weapons.


REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
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.
REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
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.


BATTLE PROFILE

Points: 410

Once Per Battle (Army), Your Shooting Phase
BEHOLD MY GENIUS!: While setting Volt-Klaw's machines to maximum power quickly burns through their fuel, it also enhances their lethality to appalling levels.

Declare: Pick all friendly VOLT-KLAW’S ENGINECOVEN units to be the targets.

Effect: Until the start of your next turn:
  • Add 1 to hit rolls for the targets’ shooting attacks.
  • Add 3" to the Range characteristic of the targets’ ranged weapons.

Passive
HIDE-SHELTER!: Volt-Klaw is insanely protective of his arsenal - afact that his long- suffering underlings use as an excuse to shelter behind sturdier weapons when needed.

Effect: While a friendly VOLT-KLAW’S ENGINECOVEN INFANTRY unit is within the combat range of a friendly VOLT-KLAW’S ENGINECOVEN Ratling Warpblaster, it is not visible to enemy units more than 13" away.


REGIMENT OF RENOWN
Brand’s Oathbound
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.
REGIMENT OF RENOWN
Brand’s Oathbound
INCLUSION

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

BATTLE PROFILE

Points: 200

Once Per Turn (Army), End of Any Turn
FAVOUR OF THE GODS: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods. With each worthy kill he makes, he draws down their blessings.

Effect: If any enemy HEROES were slain this turn by the Gunnar Brand in this Regiment of Renown:
  • Heal (5) each unit in this Regiment of Renown.
  • Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
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.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts

BATTLE PROFILE

Points: 390

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Used By: The unit using that FIGHT ability.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
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.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Squires of the Everchosen
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.
REGIMENT OF RENOWN
Squires of the Everchosen
INCLUSION

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

BATTLE PROFILE

Points: 280

Once Per Battle, Deployment Phase
A DELUDED QUEST: The deluded Squires of the Everchosen think they have been sent on a personal mission by Archaon.

Declare: Pick an enemy unit to be the target.

Effect: The target has the ENEMY OF THE EVERCHOSEN keyword.

Once Per Battle (Army), End of Any Turn
A QUEST WELL DONE: To excel in the Everchosen’s eyes brings Utgar and his followers a fleeting glee.

Effect: If the enemy ENEMY OF THE EVERCHOSEN unit is destroyed by a unit in this Regiment of Renown, add 10 to the control score of each unit in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Stumblefoot Gargant
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…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Tzeentchian Deceiver.

Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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

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

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

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

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

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

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

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

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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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!
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
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

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:

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.
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.
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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
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).

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

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

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

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

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

The non-HERO DISCIPLES OF TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:

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.
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

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

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:

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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:

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.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

Endless Spell

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

Endless Spell
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Once Per Turn (Army), Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Effect: After that ability has been resolved, if you unlocked a BLOOD TITHE ability this turn, pick a friendly BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for the target.

Blood Haze: If the target is BLOODBOUND, its Blood-hungry weapons have Crit (Mortal).

Weapons of Murder: If the target is a non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its Blood-hungry weapons, including Blood-hungry Companion weapons.

Bloodlords Supreme: If the target is a MONSTER, add 1 to the Damage characteristic of its Blood-hungry weapons.

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable, Obscuring

The WAR MACHINE and HELSMITHS OF HASHUT keywords are used in the following Helsmiths of Hashut warscrolls:

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

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

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

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Army List

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