Leader, Behemoth
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.
Staff of Tomorrow |
| Staff of Tomorrow | 3" | 3 | 3+ | | -1 | 2 |
Curved Beaks |
| Curved Beaks | 1" | 5 | 4+ | 3+ | -1 | 2 |
0-6 | 12" | 1+ | 3+ |
7-9 | 10" | 2+ | 4+ |
10-12 | 9" | 3+ | 5+ |
13+ | 8" | 4+ | 6+ |
Unit Size: 1 Points: 440
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique
Kairos Fateweaver is armed with the Staff of Tomorrow and Curved Beaks.
WIZARD: This unit can attempt to
cast 3 spells in your
hero phase and attempt to
unbind 3 spells in the enemy hero phase.
Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
Add 1 to
casting rolls,
dispelling rolls and
unbinding rolls for friendly
TZEENTCH WIZARDS while they are wholly within 18" of this unit. In addition, this unit knows all of the spells from the
Lore of Change.
Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this unit successfully
dispels an
endless spell, instead of dispelling it, you can say that it will steal it. If you do so, this unit gains control of that endless spell and counts as the
WIZARD that summoned it until it is dispelled or another unit steals it.
Oracle of Eternity: The oracle uses his insight to guide reality into fulfilling own prophecies. A single twist in fate can mean utter devastation to any who cross Kairos.
At the start of your
hero phase, if this unit is part of your army and on the battlefield, and you have fewer than 9
Destiny Dice, you can roll a dice and add it to your Destiny Dice.
Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When you make a
casting,
unbinding or
dispelling roll for this unit, you can change the lowest D6 to match the highest D6.
Infernal Gateway: The Lord of Change. ~ opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 9 dice. That enemy unit suffers 1
mortal wound for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s
damage table.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, MONSTER, WIZARD, KAIROS FATEWEAVER |
The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of their claw, they can hurl foes into the nightmarish Realm of Chaos, blast enemies with wyrdfire or steal an opponent’s spells for their own use.
Rod of Sorcery |
| Rod of Sorcery | 18" | 2D6 | 3+ | 3+ | -1 | 1 |
Staff of Tzeentch |
| Staff of Tzeentch | 3" | 4 | 3+ | | - | 2 |
Baleful Sword |
| Baleful Sword | 1" | 3 | 4+ | 2+ | -2 | 3 |
Curved Beak and Wicked Talons |
| Curved Beak and Wicked Talons | 1" | 4 | 4+ | 3+ | -1 | 2 |
0-6 | 12" | 1+ | 3+ |
7-9 | 10" | 2+ | 4+ |
10-12 | 8" | 3+ | 5+ |
13+ | 6" | 4+ | 6+ |
Unit Size: 1 Points: 380
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single
A Lord of Change is armed with one of the following weapon options: Staff of Tzeentch and Baleful Sword; Staff of Tzeentch and Rod of Sorcery; or Staff of Tzeentch and Curved Beak and Wicked Talons.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
Add 1 to
casting rolls,
dispelling rolls and
unbinding rolls for friendly
TZEENTCH WIZARDS while they are wholly within 18" of this unit. In addition, this unit knows all of the spells from the
Lore of Change.
Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this unit successfully
dispels an
endless spell, instead of dispelling it, you can say that it will steal it. If you do so, this unit gains control of that endless spell and counts as the
WIZARD that summoned it until it is dispelled or another unit steals it.
Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When you make a
casting,
unbinding or
dispelling roll for this unit, you can change the lowest D6 to match the highest D6.
Infernal Gateway: The Lord of Change opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 9 dice. That enemy unit suffers 1
mortal wound for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s
damage table.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, MONSTER, WIZARD, LORD OF CHANGE |
Archaon is the Everchosen, the favoured warlord of the Dark Pantheon. From atop Dorghar, the monstrous Steed of the Apocalypse, Archaon commands his legions with an iron fist, his deadly skill and unholy powers sealing the doom of entire armies.
The Slayer of Kings |
| The Slayer of Kings | 1" | 4 | 2+ | 3+ | -2 | 3 |
Monstrous Claws |
| Monstrous Claws | 1" | 2 | 2+ | 3+ | -2 | |
Lashing Tails |
| Lashing Tails | 3" | 2D6 | 4+ | 3+ | - | 1 |
Chimeric Heads |
| Chimeric Heads | 3" | | 3+ | 3+ | -1 | 2 |
0-10 | 14" | 6 | 5 |
11-15 | 12" | 5 | 4 |
16-20 | 10" | 4 | 3 |
21+ | 8" | 3 | 2 |
Unit Size: 1 Points: 800
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Archaon, the Everchosen, is armed with the Slayer of Kings.
WIZARD: This unit can attempt to
cast 2
spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
MOUNT: This unit’s
mount, Dorghar, is armed with Monstrous Claws, Lashing Tails and Chimeric Heads.
The Armour of Morkar: Archaon’s armour is inscribed with powerful sigils of warding.
This unit has a
ward of 5+. In addition, for each unmodified ward roll of 6, you can pick 1 enemy unit within 3" to suffer 1
mortal wound that cannot be negated.
By My Will: All Slaves to Darkness recognise Archaon’s supreme authority, and fear his wrath more than any foe should they fail him.
This is a
command ability this unit can issue at the start of the
combat phase. Another friendly
CHAOS unit must receive it (this unit cannot
issue this command to itself). Until the end of that phase, each time a model in the receiving unit is slain it can fight.
The Crown of Domination: This forbidding helm exudes a palpable aura of menace.
Enemy units cannot receive the
Rally and
Inspiring Presence commands while they are within 12" of this unit.
The Everchosen: The Ruinous Powers shelter their champion from hostile enemy magics.
Each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this unit.
The Eye of Sheerian: Ripped from the corpse of the Chaos Dragon Flamefang, this ancient treasure forewarns Archaon of events yet to pass and with this foresight the Everchosen can adapt his strategies to the flow of the battle and always stay a step ahead of his opponents.
Once per battle, at the start of your
hero phase, if Archaon is in a
Slaves to Darkness army you command and on the battlefield, you can say he will consult the Eye of Sheerian. If you do so, roll a dice. This dice roll replaces
the priority roll of the next battle round. On a 1-3 your opponent must take the first turn of that battle round. On a 4-6 you must take the first turn of that battle round. This ability cannot be used while there is an enemy Archaon on the battlefield.
The Favoured Warlord: Each of the Chaos Gods seeks Archaon s favour and, in turn, the Everchosen manipulates their power to further his own ends.
If this unit is part of a
Slaves to Darkness army, after the players have received their
starting command points but before the start of the first turn, you can pick 1 of the following
Mark of Chaos keywords;
KHORNE,
TZEENTCH,
NURGLE or
SLAANESH. This unit has that Mark of Chaos for the battle in addition to the
UNDIVIDED Mark of Chaos.
The Slayer of Kings: This ancient daemonblade thirsts for the souls of champions and warlords.
Each time this unit fights, if the unmodified
wound roll for 2 or more attacks that target the same enemy
HERO with the Slayer of Kings is 6, that
HERO is slain.
Three-headed Titan: The greater daemons consumed by Dorghar imbue the steed with unlimited power.
When you carry out a
monstrous rampage with this unit, you can carry out a monstrous rampage from the list below instead of from the table in the core rules:
Filth-spewer: Pick 1 enemy unit within 6" of this unit and roll a number of dice equal to the number of models in that unit (to a maximum of 7). For each 3+, that unit suffers 1
mortal wound.
Skull-gorger: Pick 1 enemy model within 3" ot this unit and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain and you can
heal a number of wounds allocated to this unit equal to that enemy model’s Wounds characteristic.
Spell-eater: Pick 1
endless spell within 12" of this unit and roll a dice, On a 2+, that endless spell is
dispelled and if the caster is on the battlefield they suffer D3
mortal wounds.
CHAOS, SLAVES TO DARKNESS, HOST OF THE EVERCHOSEN, UNDIVIDED, DAEMON, MORTAL, MONSTER, HERO, WIZARD, ARCHAON |
With a wave of its talons, an Exalted Greater Daemon of Tzeentch can hurl its foes into the nightmarish Realm of Chaos or bathe them in deadly magical fires. They are the most malefic servants of the God of Sorcery, and their very forms flicker with arcane energies.
Staff of Tzeentch |
| Staff of Tzeentch | 3" | 3 | 3+ | | - | 2 |
Curved Beak and Wicked Talons |
| Curved Beak and Wicked Talons | 1" | 4 | 3+ | 3+ | -1 | 2 |
0-9 | 10" | 2+ | 2+ |
10-11 | 9" | 2+ | 3+ |
12-15 | 8" | 3+ | 3+ |
16+ | 7" | 3+ | 4+ |
Unit Size: 1 Points: 515
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single
An Exalted Greater Daemon of Tzeentch is armed with a Curved Beak and Wicked Talons, and a Staff of Tzeentch.
WIZARD: This model can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Mastery of Magic: Tzeentch’s daemons are manifestations of magic in its rawest form; the mightiest of their kind can wield sorcerous power with the same ease that a mortal breathes air.
When you make a
casting,
dispelling or
unbinding roll for this model, you can change the lowest dice roll to equal the highest dice roll.
Spell-Thief: Exalted Greater Daemons of Tzeentch have an insatiable appetite for sorcerous knowledge, and by feeding upon arcane manifestations they are able to instantly perfect new forms of spellcraft.
If this model successfully unbinds a spell and the
unbinding roll was 9+, this model knows the spell that was unbound.
Infernal Gateway: Tendrils of magic shoot forth to rend the fabric of reality, opening a screaming portal into Tzeentch’s crystal labyrinth.
Infernal Gateway is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 9 dice. For each roll that equals or beats the value shown for Infernal Gateway on the damage table above, that unit suffers 1
mortal wound.
Beacon of Sorcery: Spreading its arms wide, the Exalted Greater Daemon of Tzeentch saturates the area with magic.
Add 1 to
casting and
unbinding rolls for friendly
TZEENTCH DAEMON WIZARDS that are wholly within 12" of this model.
CHAOS, TZEENTCH, DISCIPLES OF TZEENTCH, DAEMON, LORD OF CHANGE, MONSTER, HERO, WIZARD, EXALTED GREATER DAEMON OF TZEENTCH |
Leader
Loping into battle on foot, the Heralds known as Changecasters summon the lurid flames of Tzeentch to engulf their foes. These screaming, living torches are thus marked as the next targets to be annihilated by the Change God’s faithful.
Magical Flames |
| Magical Flames | 18" | 3 | 4+ | 4+ | -1 | 1 |
Staff of Change |
| Staff of Change | 2" | 1 | 4+ | 3+ | -1 | D3 |
Ritual Dagger |
| Ritual Dagger | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Changecaster, Herald of Tzeentch, is armed with Magical Flames, a Staff of Change and a Ritual Dagger.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, you can re-roll 1
casting roll for this unit. If you do so, add 3 to the new casting roll.
Pink Fire of Tzeentch: The Changecaster conjures a tide of distracting warpflame that engulfs the foe and makes them vulnerable to enemy attacks.
Pink Fire of Tzeentch is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from
save rolls for attacks that target that unit until your next
hero phase.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, CHANGECASTER |
A Curseling is a powerful warrior-mage imbued with daemonic power through a conjoined, spell-moulding Tretchlet. They love nothing more than turning the sorceries of their rivals back upon those who cast them.
Hurled Arcane Energy |
| Hurled Arcane Energy | 18" | D6 | 3+ | 3+ | -1 | 1 |
Blazing Sword |
| Blazing Sword | 1" | 4 | 3+ | 3+ | -1 | 2 |
Staff of Tzeentch |
| Staff of Tzeentch | 1" | D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 200
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Curseling, Eye of Tzeentch, is armed with Hurled Arcane Energy, a Blazing Sword and Staff of Tzeentch.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Disrupter of the Arcane: A Curseling can reach into a spell and undo the magical forces that keep it whole.
You can re-roll
unbinding and
dispelling rolls for this unit.
Vessel of Chaos: The flow of eldritch energy is visible to the Curseling, who can pluck magic from the aether and hurl it back at its caster.
If this unit successfully
unbinds a spell, it can immediately attempt to
cast the
Glean Magic spell (see below) even though it is the enemy
hero phase. If that spell is successfully cast, it cannot be unbound.
Glean Magic: In a magical duel, the Curseling reaches into his adversary’s mind and steals arcane knowledge to use for his own ends.
Glean Magic is a spell that has a
casting value of 4 and a range of 30". If successfully cast, pick 1 enemy
WIZARD within range and visible to the caster. Pick 1 spell from that
WIZARD’s warscroll that is possible for this unit to cast and roll a dice. On a 2+, the caster knows that spell for the rest of the battle.
Designer’s Note: Spells that require the caster to have a specific keyword, refer to a damage table, or require an endless spell to be apart of their army cannot be picked with this ability.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, CURSELING |
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.
Fireglaive of Tzeentch |
| Fireglaive of Tzeentch | 2" | 3 | 3+ | 3+ | -1 | D3 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 60mm
Notes: Single
A Fatemaster is armed with a Fireglaive of Tzeentch.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arcanite Cabal
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
Soulbound Shield: This shield can shelter the wielder against even the most potent magical attacks.
Each time this unit is affected by a
spell or the
ability of an
endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or that endless spell’s ability on this unit.
Lord of Fate: Tzeentch’s chosen disciples can affect the destiny of those around them.
Add 1 to
wound rolls for attacks made by friendly
DISCIPLES OF TZEENTCH units wholly within 9" of this unit.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, FATEMASTER |
Trailing flames and maniacal laughter, a Fateskimmer streaks across the skies. While the Herald conjures firestorms to engulf the foe, the living chariot it rides seeks to sear all those in its path, the Screamers at its fore biting their prey as they speed by.
Magical Flames |
| Magical Flames | 18" | 3 | 4+ | 4+ | -1 | 1 |
Staff of Change |
| Staff of Change | 2" | 1 | 4+ | 3+ | -1 | D3 |
Ritual Dagger |
| Ritual Dagger | 1" | 2 | 4+ | 4+ | - | 1 |
Lamprey Bite |
| Lamprey Bite | 1" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single
A Fateskimmer, Herald of Tzeentch on Burning Chariot, is armed with Magical Flames, a Staff of Change and a Ritual Dagger.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Aether-eater Host •
Change Host •
Overseer’s Fate-twisters •
Atra’zan’s Blazing Cavalcade
MOUNT: This unit’s Screamers of Tzeentch are armed with Lamprey Bites.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald's chosen spell lores.
Once per battle, you can re-roll 1
casting roll for this unit. If you do so, add 3 to the new casting roll.
Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.
After this unit has made a
normal move,
run or
retreated, pick 1 enemy unit and roll a dice if this unit passed across any models in that enemy unit. On a 2+, that enemy unit suffers D3
mortal wounds.
Red Fire of Tzeentch: Searing balls of scarlet flame whip around the caster before spiralling outwards to engulf nearby enemies.
Red Fire of Tzeentch is a spell that has a
casting value of 9 and a range of 9". If successfully cast, roll a dice for each enemy unit within range and visible to the caster. On a 2+, that unit suffers D3
mortal wounds.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, FATESKIMMER |
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.
Magical Flames |
| Magical Flames | 18" | 3 | 4+ | 4+ | -1 | 1 |
Staff of Change |
| Staff of Change | 2" | 1 | 4+ | 3+ | -1 | D3 |
Ritual Dagger |
| Ritual Dagger | 1" | 2 | 4+ | 4+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 60mm
Notes: Single
A Fluxmaster, Herald of Tzeentch on Disc, is armed with Magical Flames, a Staff of Change, and a Ritual Dagger.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, you can re-roll 1
casting roll for this unit. If you do so, add 3 to the new casting roll.
Blue Fire of Tzeentch: A tide of iridescent mutating flame surges forth from the Fluxmaster as it cackles from its swooping Disc.
Blue Fire of Tzeentch is a spell that has a
casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 9 dice. For each 5+, that enemy unit suffers 1
mortal wound and the caster’s army receives 1
Fate Point if it is a Disciples of Tzeentch army.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, FLUXMASTER |
To the daemonic Gaunt Summoners, reality is but a plaything to be mutilated and twisted according to the desires of Almighty Tzeentch. These master sorcerers consume their foes in cascades of wyrdflame, while opening rifts in reality through which their daemonic minions pour.
Changestaff |
| Changestaff | 18" | 3 | 3+ | 3+ | -1 | 1 |
Warptongue Blade |
| Warptongue Blade | 1" | 2 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 240
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Gaunt Summoner is armed with a Changestaff and Warptongue Blade.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Book of Profane Secrets: This arcane tome gives the Summoner control over the spells from the Lore of Fate.
Add 1 to
casting rolls,
dispelling rolls and
unbinding rolls for this unit. In addition, this unit knows all of the spells from the
Lore of Fate.
Lords of The Silver Towers: The Gaunt Summoners delight in imprisoning foes in their Silver Tower.
Once per battle, at the end of a phase, you can pick 1 enemy
HERO that is within 9" of this unit and that made an attack that targeted this unit in that phase, or caused any
mortal wounds to this unit with an ability or spell in that phase (even if the wounds or mortal wounds were negated). If you do so, roll 2D6. If the roll is greater than the Wounds characteristic of that
HERO, that
HERO is removed from play.
Designer’s Note: The HERO cannot be returned if you are allowed to to bring back slain models (the model has not been slain).
Silvered Portal: A portal to their Silver Tower allows the minions lurking within to enter the fray.
After you have deployed this unit, when you would set up another friendly
TZEENTCH unit that is not a
MONSTER, you can say that it is in this Gaunt Summoners Silver Tower as a
reserve unit. Up to 2 units can be set up in reserve in this way. At the end of any of your
movement phases, you can set up 1 or more of these units on the battlefield wholly within 9" of this unit and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in a Silver Tower are destroyed.
Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames is a spell that has a
casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll 1 dice for each model in that unit. For each 5+, that unit suffers 1
mortal wound. If that unit is a
MONSTER or
WAR MACHINE, roll 5 dice for each model instead of 1.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER |
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.
Changestaff |
| Changestaff | 18" | 3 | 3+ | 3+ | -1 | 1 |
Warptongue Blade |
| Warptongue Blade | 1" | 2 | 3+ | 3+ | -2 | D3 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 270
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Gaunt Summoner on Disc of Tzeentch is armed with a Changestaff and Warptongue Blade.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Book of Profane Secrets: This arcane tome gives the Summoner control over the spells from the Lore of Fate.
Add 1 to
casting rolls,
dispelling rolls and
unbinding rolls for this unit. In addition, this unit knows all of the spells from the
Lore of Fate.
Lords of The Silver Towers: The Gaunt Summoners delight in imprisoning foes in their Silver Tower.
Once per battle, at the end of a phase, you can pick 1 enemy
HERO that is within 9" of this unit and that made an attack that targeted this unit in that phase, or caused any
mortal wounds to this unit with an ability or spell in that phase (even if the wounds or mortal wounds were negated). If you do so, roll 2D6. If the roll is greater than the Wounds characteristic of that
HERO, that
HERO is removed from play.
Designer’s Note: The HERO cannot be returned if you are allowed to to bring back slain models (the model has not been slain).
Silvered Portal: A portal to their Silver Tower allows the minions lurking within to enter the fray.
After you have deployed this unit, when you would set up another friendly
TZEENTCH unit that is not a
MONSTER, you can say that it is in this Gaunt Summoner’s Silver Tower as a
reserve unit. Up to 2 units can be set up in reserve in this way. At the end of any of your
movement phases, you can set up 1 or more of these units on the battlefield wholly within 9" of this unit and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in a Silver Tower are destroyed.
Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames is a spell that has a
casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll 1 dice for each model in that unit. For each 5+, that unit suffers 1
mortal wound. If that unit is a
MONSTER or
WAR MACHINE, roll 5 dice for each model instead of 1.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER ON DISC OF TZEENTCH |
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. At their hands are the enemies of Tzeentch transformed.
Tzeentchian Runestaff |
| Tzeentchian Runestaff | 18" | 1 | 3+ | 4+ | - | D3 |
Warpsteel Sword |
| Warpsteel Sword | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Magister is armed with a Tzeentchian Runestaff and Warpsteel Sword.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arcanite Cabal
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Magic-touched: 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.
If the first
casting attempt made by this unit in your
hero phase is successful and the spell is not
unbound, this unit can attempt to cast 1 extra spell in that phase. If it does so and the
casting roll for that extra spell is a double, the casting attempt automatically fails and this unit is slain. If this happens, you can choose for this unit to be
transformed into a Spawn instead of being slain.
Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.
Bolt of Change is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. You can say that the first enemy model slain by this spell each time it is cast is
transformed into a Spawn instead of being slain.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER |
Magisters are powerful sorcerers in service to Tzeentch. Filled with eldritch energies as they ride their Disc of Tzeentch, they can wield fantastical fires to scorch the foe or transform an enemy into the squelching, misshapen form of a Chaos Spawn.
Tzeentchian Runestaff |
| Tzeentchian Runestaff | 18" | 1 | 3+ | 4+ | - | D3 |
Warpsteel Sword |
| Warpsteel Sword | 1" | 1 | 4+ | 4+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Magister on Disc of Tzeentch is armed with a Tzeentchian Runestaff and Warpsteel Sword.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
Magic-touched: 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.
If the first
casting attempt made by this unit in your
hero phase is successful and the spell is not
unbound, this unit can attempt to cast 1 extra spell in that phase. If it does so and the
casting roll for that extra spell is a double, the casting attempt automatically fails and this unit is slain. If this happens, you can choose for this unit to be
transformed into a Spawn instead of being slain.
Bolt of Change: The Magister hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a form more pleasing to Tzeentch.
Bolt of Change is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. You can say that the first enemy model slain by this spell each time it is cast is
transformed into a Spawn instead of being slain.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, HERO, WIZARD, MAGISTER ON DISC OF TZEENTCH |
Combining bestial strength with dark occult powers, the Ogroid Thaumaturge is a deadly foe. With snarled invocations, it hurls blasts of fiery energy into the enemy ranks, before stampeding into their midst to pummel the survivors to bloody ruin.
Great Horns |
| Great Horns | 1" | 2 | 3+ | 3+ | -2 | 3 |
Thaumaturge Staff |
| Thaumaturge Staff | 2" | 3 | 3+ | 3+ | -1 | D3 |
Cloven Hooves |
| Cloven Hooves | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single
An Ogroid Thaumaturge is armed with Great Horns, a Thaumaturge Staff and Cloven Hooves.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Berserk Rage: When wounded, the Ogroid finds bursts of renewed energy from its rage.
Add 1
hit rolls and
wound rolls for attacks made with melee weapons by this unit if any wounds or
mortal wounds were allocated to this unit earlier in the phase.
Choking Tendrils: The caster unleashes coils of arcane energy that strangle the life from their victims.
Choking Tendrils is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D6
mortal wounds. For each model that is slain by a mortal wound caused by this spell, you can
heal 1 wound allocated to the caster.
CHAOS, DISCIPLES OF TZEENTCH, OGROID, TZEENTCH, ARCANITE, HERO, WIZARD, OGROID THAUMATURGE |
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.
Sharpened Quills |
| Sharpened Quills | 1" | 2 | 5+ | 5+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique
The Blue Scribes are armed with Sharpened Quills.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Frantic Scribbling: The Blue Scribes seek to learn all of the spells in existence.
If this unit is part of a Disciples of Tzeentch army, each time an enemy
WIZARD within 9" of this unit successfully
casts a spell, and that spell is not
unbound, you can roll a dice. On a 3+, you receive 1
Fate Point.
Scrolls of Sorcery: The unlimited arcane knowledge held on these scrolls can conjure sorceries of perfect structure.
Once in each of your
hero phases, when this unit attempts to
cast a spell, instead of making a
casting roll, you can say that it will read from its scrolls of sorcery. If you do so, roll a dice. On a 2+, that spell is successfully cast and cannot be
unbound.
If this unit is part of a Disciples of Tzeentch army, it knows all of the spells from the
Lore of Fate and
Lore of Change.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, THE BLUE SCRIBES |
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.
The Trickster’s Staff |
| The Trickster’s Staff | 2" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique
The Changeling is armed with the Trickster’s Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Arch-deceiver: None can detect the veil of the Changeling. Assuming the form of comrade and ally, it reveals itself only when its plans have been made a reality.
After deployment but before the first battle round begins, you can remove this unit from the battlefield. If you do so, at the end of your first
movement phase, you must set this unit up again anywhere within your opponent’s territory more than 3" from all enemy units.
Puckish Misdirection: The Changeling can manipulate the most stalwart of warriors while appearing as a trusted advisor or comrade.
In the enemy
hero phase, you can pick 1 enemy unit within 9" of this unit. If you do so, until your opponent’s next hero phase, subtract 1 from
hit rolls for attacks made by that enemy unit and halve the Move characteristic of that enemy unit (rounding up).
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, THE CHANGELING |
Mounted atop a Disc of Tzeentch, a Tzaangor Shaman is a potent agent of change. With dark magics, the Shaman will grant a boon of mutation to his foes, transforming them as they writhe and scream into a more pleasing form - that of a Tzaangor.
Staff of Change |
| Staff of Change | 2" | 1 | 4+ | 3+ | -1 | D3 |
Ritual Dagger |
| Ritual Dagger | 1" | 2 | 4+ | 4+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Tzaangor Shaman is armed with a Staff of Change and Ritual Dagger.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Arcanite Cabal
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
Sorcerous Elixir: Tzaangor Shamans drink strange concoctions in battle to augment their sorcerous might.
Once per battle, in your
hero phase, this unit can attempt to cast 1 extra spell. If it does so, you can add 3 to the
casting roll for that spell.
Boon of Mutation: The Shaman curses its foes with the dubious gift of Tzeentch’s mutagenic power, transforming its victims into a form more pleasing to the Changer of the Ways.
Boon of Mutation is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. For each model that is slain by a mortal wound caused by this spell, you can add 1 Tzaangor model that is not a Tzaangor Champion or Tzaangor Mutant to a friendly
TZAANGOR HOST within 12" of the caster. Set up models that are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size.
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, HERO, WIZARD, TZAANGOR SHAMAN |
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.
Tzeentchian Runestaff |
| Tzeentchian Runestaff | 18" | 1 | 3+ | 4+ | - | D3 |
Tzeentchian Runestaff |
| Tzeentchian Runestaff | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 160
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Vortemis the All-seeing and
The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.
Vortemis the All-seeing is armed with a Tzeentchian Runestaff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Magic-touched: 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.
If the first
casting attempt made by this unit in your
hero phase is successful and the spell is not
unbound, this unit can attempt to cast 1 extra spell in that phase. If it does so and the
casting roll for that extra spell is a double, the casting attempt automatically fails and this unit is slain. If this happens, you can choose for this unit to be
transformed into a Spawn instead of being slain.
Sorcerous Insight: Memory becomes echo, echo becomes resonance, resonance becomes reality wrought anew.
Sorcerous Insight is a spell that has a
casting value of 5. If successfully cast, you receive 1
command point that can only be spent to allow the caster to
issue a command.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, HERO, WIZARD, VORTEMIS THE ALL-SEEING |
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.
Fiery Changebolts |
| Fiery Changebolts | 18" | 2 | 4+ | 3+ | - | D3 |
Warpstaff |
| Warpstaff | 2" | 1 | 4+ | 4+ | - | D3 |
Unit Size: 1
Points: 190
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Ephilim the Unknowable and
Ephilim’s Pandaemonium units must be taken as a set. Although taken as a set, each is a separate unit.
Ephilim the Unknowable is armed with Fiery Changebolts and a Warpstaff.
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Keeper of the Pandaemonium: With a flick of a wrist, Ephilim can summon catalogued daemons to their side.
Once per turn, at the start of your
hero phase, you can say that Ephilim will summon their abominations. If you do so, this unit cannot
cast any spells this turn. Pick 1 friendly
EPHILIM’S PANDAEMONIUM unit wholly within 6" of this unit. You can return up to D3
slain models to that unit.
Power Leech: Ephilim has the ability to drain magical power from their minions.
At the start of your
hero phase, you can say that Ephilim will siphon their abominations. If you do so, pick 1 friendly
EPHILIM’S PANDAEMONIUM unit within 3" of this unit. D3 models in that unit are slain. Add 2 to
casting rolls for this unit until the end of the phase.
Sudden Warp-portal: Ephilim’s magic wrenches at the very fabric of the Mortal Realms, tearing holes in reality through which their allies can travel.
Sudden Warp-portal is a spell that has a
casting value of 8 and a range of 18". If successfully cast, pick 1 friendly
DISCIPLES OF TZEENTCH unit wholly within range and visible to the caster, within 6" of an
objective and more than 3" from all enemy units.
Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units and within 6" of an objective. Units set up in this way cannot move in the following
movement phase.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, CULT OF THE TRANSIENT FORM, HERO, WIZARD, EPHILIM THE UNKNOWABLE |
Battleline
Kairic Acolytes are the chosen human cultists of Tzeentch. Harnessing their collective magical might, the Chanters of Change unleash it in the form of searing bolts. Enemies that do not fall before this arcane fusillade must face their curved blades.
Sorcerous Bolt |
| Sorcerous Bolt | 18" | 1 | 4+ | 3+ | - | 1 |
Cursed Glaive |
| Cursed Glaive | 1" | 1 | 4+ | 3+ | -1 | 2 |
Cursed Blade |
| Cursed Blade | 1" | 1 | 4+ | 3+ | - | 1 |
Pair of Cursed Blades |
| Pair of Cursed Blades | 1" | 2 | 3+ | 3+ | - | 1 |
Unit Size: 10 Points: 120
Battlefield Role: Battleline
Base size: 32mm
Each model in a Kairic Acolytes unit is armed with Sorcerous Bolts and 1 of the following weapon options: Cursed Blade and Arcanite Shield; or Pair of Cursed Blades. 3 in every 10 models in this unit can replace their weapon option with a Cursed Glaive and Arcanite Shield.
WIZARD: The unit is a
WIZARD while this unit has 9 or more models. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It only knows the
Gestalt Sorcery spell and cannot attempt to cast any other spells. Any number of
KAIRIC ACOLYTES units can attempt to cast
Gestalt Sorcery in the same hero phase.
CHAMPION: 1 model in this unit can be a Kairic Adept. Add 1 to the Attacks characteristic of that model’s melee weapons.
SCROLL OF DARK ARTS: 1 in every 10 models in this unit can carry a Scroll of Dark Arts. Add 1 to
casting and
unbinding rolls for this unit while it has any Scrolls of Dark Arts.
VULCHARC: 1 in every 10 models in this unit can be accompanied by a Vulcharc. If an enemy
WIZARD successfully
casts a spell within 18" of a friendly unit that includes any Vulcharcs, roll a dice. On a 4+, that
WIZARD suffers 1
mortal wound after the effect of that spell has been resolved.
Arcanite Shields: These ornate shields are imbued with potent wards.
A model that has an Arcanite Shield has a
ward of 6+.
Gestalt Sorcery: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.
Gestalt Sorcery is a spell that has a
casting value of 6 and a range of 9". If successfully cast, pick 1 friendly
KAIRIC ACOLYTES unit wholly within range of the caster. Until your next
hero phase, improve the Rend characteristic of that unit’s Sorcerous Bolts by 1.
CHAOS, MORTAL, DISCIPLES OF TZEENTCH, TZEENTCH, ARCANITE, KAIRIC ACOLYTES |
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.
Savage Greatblade |
| Savage Greatblade | 2" | 1 | 4+ | 3+ | -1 | 2 |
Savage Blade |
| Savage Blade | 2" | 2 | 4+ | 3+ | - | 1 |
Pair of Savage Blades |
| Pair of Savage Blades | 2" | 3 | 3+ | 3+ | - | 1 |
Vicious Beak |
| Vicious Beak | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 10 Points: 180
Battlefield Role: Battleline
Base size: 32mm
This unit is referred to as a Tzaangor Host. Each model in a Tzaangor Host is armed with a Vicious Beak and 1 of the following weapon options: Savage Blade and Arcanite Shield; or Pair of Savage Blades. All models in the unit must be armed with the same weapon option. 2 in every 5 models can replace their weapon option with a Savage Greatblade.
CHAMPION: 1 model in this unit can be a Twistbray. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be an Icon Bearer. While this unit includes any Icon Bearers, it can use the
Ornate Totems ability.
MUSICIAN: 1 in every 10 models in this unit can be a Brayhorn Blower. While this unit includes any Brayhorn Blowers, it can
run and still
charge later in the turn.
TZAANGOR MUTANT: 1 in every 5 models in this unit can be a Tzaangor Mutant armed with a pair of Savage Blades and Vicious Beak. Add 1 to the Attacks characteristic of that model’s pair of Savage Blades.
Arcanite Shields: These ornate shields are imbued with potent wards.
A model that has an Arcanite Shield has a
ward of 6+.
Savagery Unleashed: Favoured by their god, these warriors unleash a flurry of attacks upon their foes.
Add 1 to the Attacks characteristic of this unit’s Vicious Beaks if it made a
charge move in the same turn.
Ornate Totems: The icons carried by the Tzaangor can steal magical power from wizards and use it to blast the enemy.
While this unit includes any Icon Bearers, at the start of your
hero phase, you can pick 1 enemy unit within 18" of this unit that is visible to it and roll 1 dice for each
WIZARD that is within 9" of this unit. For each 4+, the unit you picked suffers 1
mortal wound.
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, TZAANGOR HOST |
Cursed artificers skilled in stonecraft, the Jade Obelisk are acutely aware of their finite time as living flesh. They are singleminded in their purpose to desecrate the idols of false gods before their mortal bodies succumb to an inevitable petrification.
Antithete Bow |
| Antithete Bow | 18" | 1 | 4+ | 4+ | - | 1 |
Mason’s Tools |
| Mason’s Tools | 1" | 2 | 4+ | 3+ | -1 | 1 |
Jade Dagger |
| Jade Dagger | 1" | 1 | 4+ | 3+ | - | 1 |
Stone-like Beak and Serpentine Tail |
| Stone-like Beak and Serpentine Tail | 1" | 1 | 3+ | 3+ | -1 | 1 |
Unit Size: 10
Points: 120
Battlefield Role: Battleline
|
5 x Desecrators, Nephrite Priestess, Obelisk Bearer | 32mm |
5 x Idolarc, Defacers | 28.5mm |
Each model in a Jade Obelisk unit is armed with Mason’s Tools. 4 in every 10 models can replace their Mason’s Tools with an Antithete Bow and a Jade Dagger.
NEPHRITE PRIESTESS: 1 in every 10 models in this unit must be a Nephrite Priestess. A Nephrite Priestess can
issue commands to their own unit.
OBELISK BEARER: 1 in every 10 models in this unit must be an Obelisk Bearer. While this unit includes any Obelisk Bearers, you can return 1 slain model to this unit at the end of the
combat phase.
IDOLARC: 1 in every 10 models in this unit must be an Idolarc. An Idolarc is armed with a Stone-like Beak and Serpentine Tail instead of any other weapons.
Stone-cursed Resolve: These rockskinned warriors are virtually impossible to move against their will.
Ignore
modifiers (positive and negative) when making
save rolls for attacks that target this unit.
Cast Down the Idol: Tools of construction are turned upon blasphemous effigies, swiftly rendering them to rubble and ruin.
At the end of the
charge phase, this unit can be picked to carry out the Smash To Rubble
monstrous rampage as if it were a
MONSTER.
CHAOS, DISCIPLES OF TZEENTCH, MORTAL, CULTISTS, TZEENTCH, JADE OBELISK |
None
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.
Billowing Warpflame |
| Billowing Warpflame | 18" | 4 | 4+ | 3+ | -1 | D3 |
Flaming Maw |
| Flaming Maw | 2" | 4 | 4+ | 3+ | -1 | 1 |
Blue Horrors’ Jabs |
| Blue Horrors’ Jabs | 1" | 3 | 5+ | 5+ | - | 1 |
Lamprey Bite |
| Lamprey Bite | 1" | 6 | 3+ | 3+ | -1 | 1 |
Each model in a Burning Chariots of Tzeentch unit is armed with Billowing Warpflame, Flaming Maws and Blue Horrors’ Jabs.
MOUNT: This unit’s Screamers of Tzeentch are armed with Lamprey Bites.
ELITE: Models in this unit can
issue commands to their own unit.
Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to
hit rolls for attacks made with this unit’s Billowing Warpflame or Flaming Maws weapons if the target unit has 5 or more models.
Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.
After this unit has made a
normal move,
run or
retreated, pick 1 enemy unit and roll a dice if this unit passed across any models in that enemy unit. On a 2+, that enemy unit suffers 1
mortal wound.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, BURNING CHARIOTS |
Tzeentch Chaos Spawn are, if anything, even more horrifically mutated than others of their kind. Altered at the whim of the Great Mutator, they tear their prey limb from limb with their freakish array of claws, tentacles and hooked appendages.
Freakish Mutations |
| Freakish Mutations | 1" | 2D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 80
Battlefield Role: None
Base size: 50mm
Chaos, Disciples of Tzeentch, Spawn, Tzeentch, Chaos Spawn
Spawn of Sorcery: Tzeentch Chaos Spawn are born of the raw stuff of magic, and are invigorated when arcane energies are unleashed.
Heal all of the wounds allocated to this unit if a
WIZARD within 9" of this unit successfully
casts a
spell that is not
unbound.
Writhing Tentacles: The body of a Chaos Spawn is ever influx, making them wildly unpredictable adversaries.
If the unmodified
hit roll for an attack made with Freakish Mutations is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound roll or
save roll).
CHAOS, DISCIPLES OF TZEENTCH, SPAWN, TZEENTCH, CHAOS SPAWN |
An Exalted Flamer can project gouts of multicoloured flame, turning entire enemy units into piles of blackened bones. The shifting warpflames seem to have a mind of their own, forming hideous faces and ominous sigils with their tongues of fire.
Billowing Warpflame |
| Billowing Warpflame | 18" | 4 | 4+ | 3+ | -1 | D3 |
Flaming Maws |
| Flaming Maws | 2" | 4 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: None
Base size: 75 x 42mm
Each model in an Exalted Flamers of Tzeentch unit is armed with Billowing Warpflame and Flaming Maws.
ELITE: Models in this unit can
issue commands to their own unit.
Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to
hit rolls for attacks made with this unit’s Billowing Warpflame or Flaming Maws weapons if the target unit has 5 or more models.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, EXALTED FLAMERS |
Bounding in a disturbing fashion, Flamers of Tzeentch spring towards the foe spouting the warpfires of Chaos. Yet the Changer of the Ways is fickle, and fires that have burnt out may once more leap to life, guiding even more flames to the target.
Warpflame |
| Warpflame | 18" | 3 | 3+ | 4+ | - | D3 |
Flaming Maws |
| Flaming Maws | 1" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 3
Points: 160
Battlefield Role: None
Base size: 32mmNotes: Battleline in an
ETERNAL CONFLAGRATION army
Each model in a Flamers of Tzeentch unit is armed with Warpflame and Flaming Maws.
CHAMPION: 1 model in this unit can be a Pyrocaster. Add 1 to the Attacks characteristic of that model’s Warpflame.
Capricious Warpflame: These unnatural fires continue to burn long after they meet their target, clawing at the nearest foe as a Fury would its prey.
Add 1 to
hit rolls for attacks made with this unit’s Billowing Warpflame or Flaming Maws weapons if the target unit has 5 or more models.
Guided by Billowing Flames: If their Exalted kin are nearby, Flamers can follow their blazing trails to increase the intensity of their fires.
Add 1 to the Attacks characteristic of this unit’s Warpflame while it is wholly within 9" of any friendly
EXALTED FLAMERS and/or any friendly
BURNING CHARIOTS.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, FLAMERS OF TZEENTCH |
Gibbering with lunatic energy, 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, Horrors split in twain to form two lesser incarnations.
Magical Flames |
| Magical Flames | 12" | | 5+ | 4+ | - | 1 |
Taloned Hands |
| Taloned Hands | 1" | | 4+ | 4+ | - | 1 |
Iridescent | 6 | 2 | 3+ |
Pink | 3 | 1 | 4+ |
Blue | 2 | 1 | 5+ |
Brimstone | 1 | 2 | 6+ |
Unit Size: 10
Points: 260
Battlefield Role: None
|
Blue Horrors of Tzeentch | 25mm |
Brimstone Horrors of Tzeentch | 25mm |
Pink Horrors of Tzeentch | 32mm |
Notes: Battleline if the unit contains no Blue Horrors and no Brimstone Horrors. If the unit contains no Pink Horrors, change the points cost to 120. If the unit contains no Pink Horrors and no Blue Horrors, change the points cost to 80.
Each model in a Horrors of Tzeentch unit is armed with Magical Flames and Taloned Hands.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Change Host •
Multitudinous Host •
Atra’zan’s Blazing Cavalcade
BATTLE ABILITY: When you pick this unit to be part of your army or when you summon this unit and add it to your army, you must decide if this unit will have either the
Split and Split Again ability or the
Petty Vengeance ability (it cannot have both). Note your choice on your army roster.
HORRORS: Each model in a Horrors of Tzeentch unit must be either a Pink Horror, a Blue Horror or a Brimstone Horror (you can have different types of Horror in the same unit). You cannot allocate wounds or
mortal wounds to a Blue Horror if its unit includes any Iridescent or Pink Horrors, and you cannot
allocate a wound to a Brimstone Horror if its unit includes any Blue Horrors.
CHAMPION: 1 Pink Horror in this unit can be an Iridescent Horror instead.
STANDARD BEARER: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Icon Bearer instead. At the start of your
hero phase, if you have a Disciples of Tzeentch army, roll 1 dice for each Pink Horror Icon Bearer in this unit. For each 3+, you receive 1
Fate Point.
MUSICIAN: 1 in every 10 Pink Horrors in this unit can be a Pink Horror Hornblower instead. Add 1 to
save rolls for this unit while it includes any Pink Horror Hornblowers.
Split and Split Again: Should a Horror meet its end at the hands of the enemy, it is capable of splitting itself into lesser daemons and renewing its assault twice over.
Each time an Iridescent Horror or Pink Horror in this unit is slain by a wound or
mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 2 Blue Horrors that are added to its unit.
Each time a Blue Horror in this unit is slain by a wound or mortal wound, it does not count as having been slain but you must immediately remove it from play and replace it with 1 Brimstone Horrors model that is added to its unit.
ADDING AND REMOVING HORRORS
Replacement models that are added to this unit must be set up one at a time within 1" of the position that was occupied by the model they are replacing.
Replacement models that are added to this unit can only be set up within 3" of an enemy unit if a model from this unit is already within 3" of that enemy unit.
Replacement models added to this unit can take it above its maximum size.
Designer’s Note: Horrors that flee cannot Split and Split Again. If a Horror Splits and Splits Again, it is immediately removed from play and the replacement models are added to the unit before the next wound or mortal wound is allocated to the unit. A Horror that is removed from play because it has Split and Split Again does not count as a slain model for the purposes of the Battleshock rules (core rules, 15.0) and it cannot be returned through the use of rules that allow you to return slain models to the unit.
Petty Vengeance: Some Horrors take petty vengeance on those who harm them by exploding in a blast of flame.
If a model in this unit is slain, you can pick 1 enemy unit within 1" of this unit and roll a dice. If the roll is equal to or greater than the Petty Vengeance Roll for the slain model, that enemy unit suffers 1
mortal wound.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HORRORS OF TZEENTCH |
Speeding blurs that leave shimmering trails of change-magic in the air, Screamers streak across the skies with a wailing cry. They slash any foes they pass with razor-sharp horns and fins before darting down to savage their chosen quarry.
Lamprey Bite |
| Lamprey Bite | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 3
Points: 110
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
HOSTS ARCANUM army
Each model in a Screamers of Tzeentch unit is armed with a Lamprey Bite.
Slashing Fins: The pack mentality of Screamers makes them an especially effective unit on the battlefield. They swoop information and slash at their foes, performing fly-by attacks and effortless manoeuvres.
After this unit has made a
normal move,
run,
retreated or made a
charge move, pick 1 enemy unit and roll a dice for each model in this unit that passed across any models in that enemy unit. For each 4+, that enemy unit suffers 1
mortal wound.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, SCREAMERS OF TZEENTCH |
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.
Magical Flames |
| Magical Flames | 12" | 2 | 5+ | 4+ | - | 1 |
Sorcerous Bolt |
| Sorcerous Bolt | 12" | 2 | 5+ | 4+ | - | 1 |
Savage Greatblade |
| Savage Greatblade | 1" | 2 | 4+ | 4+ | -1 | 2 |
Cursed Blade |
| Cursed Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Vicious Beak |
| Vicious Beak | 1" | 2 | 4+ | 5+ | - | 1 |
Taloned Hands |
| Taloned Hands | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 4
Points: 160
Battlefield Role: None
|
Eyes of the Nine | 32mm |
Horrors | 25mm |
Notes: Single, Unique.
Vortemis the All-seeing and The Eyes of the Nine must be taken as a set. Although taken as a set, each is a separate unit.
The models in The Eyes of the Nine are Narvia, Turosh, K’charik, and a Blue Horror. Narvia and Turosh are each armed with a Cursed Blade, Sorcerous Bolt and Arcanite Shield. K’charik is armed with a Savage Greatblade and Vicious Beak. The Blue Horror is armed with Magical Flames and Taloned Hands.
K’CHARIK: Add 1 to K’charik’s Wounds characteristic.
Arcanite Shield: These ornate shields are imbued with potent wards.
Narvia and Turosh have a
ward of 6+.
Split: If the Blue Horror is slain, it transforms into a pair of Brimstone Horrors.
If the Blue Horror in this unit is slain by a wound or
mortal wound, instead of it being slain, you can remove that it play and then add 1 Brimstone Horrors model to this unit.
The Brimstone Horror model is armed with Magical Flames and Taloned Hands. Its Magical Flames have an Attacks characteristic of 1 instead of 2, and its Taloned Hands have an Attacks characteristic of 2 instead of 1.
CHAOS, DISCIPLES OF TZEENTCH, TZEENTCH, ARCANITE, CULT OF THE TRANSIENT FORM, EYES OF THE NINE |
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.
Tzeentchian Spear |
| Tzeentchian Spear | 2" | 3 | 4+ | 3+ | -1 | 2 |
Vicious Beak |
| Vicious Beak | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 40mm
Each model in a Tzaangor Enlightened unit is armed with a Tzeentchian Spear and Vicious Beak.
CHAMPION: 1 model in this unit can be an Aviarch. Add 1 to the Attacks characteristic of that model’s Tzeentchian Spear.
Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
In the
combat phase, enemy units within 3" of any friendly units with this ability cannot receive commands.
Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
You can add 1 to
wound rolls for attacks made with melee weapons by friendly units with this ability if you are taking the second turn in the current battle round. This ability does not affect attacks made by a
mount.
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, TZAANGOR ENLIGHTENED |
Some Tzaangor Enlightened soar into battle atop the bladed, daemonic mounts known as Discs of Tzeentch, recounting their foes’ most terrible failures and sins as they strike out with gilded spears.
Tzeentchian Spear |
| Tzeentchian Spear | 2" | 3 | 4+ | 3+ | -1 | 2 |
Vicious Beak |
| Vicious Beak | 1" | 2 | 4+ | 3+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 180
Battlefield Role: None
Base size: 40mm
Each model in a Tzaangor Enlightened on Discs of Tzeentch unit is armed with a Tzeentchian Spear and Vicious Beak.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skyshoal Coven
MOUNT: This unit’s Discs of Tzeentch are armed with Teeth and Horns.
CHAMPION: 1 model in this unit can be an Aviarch. Add 1 to the Attacks characteristic of that model’s Tzeentchian Spear.
Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
In the
combat phase, enemy units within 3" of any friendly units with this ability cannot receive commands.
Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
You can add 1 to
wound rolls for attacks made with melee weapons by friendly units with this ability if you are taking the second turn in the current battle round. This ability does not affect attacks made by a
mount.
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, TZAANGOR ENLIGHTENED, TZAANGOR ENLIGHTENED ON DISCS OF TZEENTCH |
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.
Arrow of Fate |
| Arrow of Fate | 24" | 1 | 4+ | 3+ | -1 | D3 |
Bow Stave |
| Bow Stave | 1" | 2 | 5+ | 5+ | - | 1 |
Vicious Beak |
| Vicious Beak | 1" | 1 | 4+ | 3+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 180
Battlefield Role: None
Base size: 40mm
Each model in a Tzaangor Sky fires unit is armed with an Arrow of Fate, Bow Stave and Vicious Beak.
MOUNT: This unit’s Discs of Tzeentch are each armed with Teeth and Horns.
CHAMPION: The leader of this unit is an Aviarch. Add 1 to the Attacks characteristic of that model’s Arrow of Fate.
Guided by the Future: The attacks of these warriors are directed by glimpses of the future.
Ignore negative
modifiers to
hit rolls or
wound rolls for attacks made with missile weapons by this unit, and ignore positive modifiers to
save rolls for attacks made with missile weapons by this unit.
Judgement from Afar: To be struck by an Arrow of Fate is to be judged by destiny itself.
If the unmodified
hit roll for an attack made with an Arrow of Fate is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
CHAOS, DISCIPLES OF TZEENTCH, TZAANGOR, TZEENTCH, ARCANITE, TZAANGOR SKYFIRES |
From the pyromaniacal Kindlefinger to the piscine Apo’trax and the houndthing known as Spawnmaw, the daemons bound to Ephilim are utterly bizarre in form. Only the avian Flamespooler possesses true intellect, weaving orbs of wyrdflame with their feet to hurl them at foes.
Hurled Wyrdflame Blasts |
| Hurled Wyrdflame Blasts | 18" | 2 | 4+ | 4+ | - | 1 |
Flame-wreathed Hands and Jaws |
| Flame-wreathed Hands and Jaws | 1" | 1 | 4+ | 4+ | - | D3 |
Unit Size: 4
Points: 190
Battlefield Role: None
|
Spawnmaw and Flamespooler | 32mm |
Kindlefinger and Apo’trax, the Starefysh | 25mm |
Notes: Single, Unique.
Ephilim the Unknowable and Ephilim’s Pandaemonium units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Ephilim’s Pandaemonium are Spawnmaw, Kindlefinger, Flamespooler and Apo’trax, the Starefysh. Each is armed with Hurled Wyrdflame Blasts and Flame-wreathed Hands and Jaws.
Aether-tether: Ephilim the Unknowable does protect their charges, but only to their own benefit.
Subtract 1 from
hit rolls for attacks that target this unit while it is wholly within 6" of a friendly
EPHILIM THE UNKNOWABLE.
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, CULT OF THE TRANSIENT FORM, EPHILIM’S PANDAEMONIUM |
Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
Teeth and Claws |
| Teeth and Claws | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 170
Battlefield Role: None
Each model in a skin Wolves unit is armed with Teeth and Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Bounding Predators: These deadly creatures can move at frightening speed.
This unit can
run and still
charge later in the turn.
Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified
hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
Behemoth
Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
Colossal Hook-blades |
| Colossal Hook-blades | 3" | | 4+ | 3+ | -1 | 2 |
Lashing Chains |
| Lashing Chains | 2" | D6 | 3+ | 5+ | - | 1 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Notes: Single
A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble
monstrous rampage with this model, the
terrain feature is
demolished on a 2+ instead of a 3+.
Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3
mortal wounds unless it is a
GARGANT. This model is then removed from play.
CHAOS, GARGANT, MONSTER, SIEGE GARGANT |
A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
Marauder Javelins and Axes |
| Marauder Javelins and Axes | 10" | 8 | 5+ | 5+ | - | 1 |
Goring Tusks |
| Goring Tusks | 3" | 1 | |
Trampling Feet |
| Trampling Feet | 1" | | 4+ | 3+ | -2 | D3 |
0-10 | 12" | 5 | 10 |
11-14 | 10" | 4 | 8 |
15-19 | 8" | 3 | 6 |
20+ | 6" | 2 | 4 |
Unit Size: 1 Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single
A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.
CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6
mortal wounds. This model is then removed from play.
Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the
attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a
MONSTER. For each 3+, the target unit suffers D3
mortal wounds.
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH |
A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
Crushing Fist |
| Crushing Fist | 2" | 1 | | 3+ | -2 | D6 |
Stomp |
| Stomp | 1" | | 4+ | 3+ | -1 | 2 |
0-6 | 10" | 2+ | 5 |
7-8 | 8" | 3+ | 4 |
9-10 | 7" | 3+ | 3 |
11+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
The Curs’d Ettin is armed with a Crushing Fist and Stomps.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your
hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3
mortal wounds.
Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.
CHAOS, MORTAL, MONSTER, CURS’D ETTIN |
Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
Freakish Mutations |
| Freakish Mutations | 2" | 2D6 | 3+ | 3+ | - | 1 |
Slavering Maws |
| Slavering Maws | 1" | D6 | 4+ | 3+ | | D3 |
0-4 | 3D6" | -2 |
5-6 | 2D6" | -2 |
7-8 | 2D6" | -1 |
9+ | D6" | -1 |
Unit Size: 1 Points: 195
Battlefield Role: Behemoth
Notes: Single
A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your
hero phase, roll a dice. On a 1, this model suffers D3
mortal wounds. On a 2+, you can
heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN |
Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
Warpfire |
| Warpfire | 12" | 1 | |
Snapping Jaws |
| Snapping Jaws | 2" | D3 | 3+ | | -1 | D6 |
Twisted Claws |
| Twisted Claws | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 12" | 3+ | 5 |
6-7 | 10" | 3+ | 4 |
8-9 | 8" | 4+ | 3 |
10+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Notes: Single
A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds. This model is then removed from play.
Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the
attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3
mortal wounds. On a 6, the target unit suffers D6 mortal wounds.
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON |
Endless Spell
| | |
| 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. Unit Size: - Points: 70 Battlefield Role: Endless Spell Base size: 50mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.
Radiant Transmogrification: The 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.
At the end of the movement phase, roll a dice for each unit within 9" of this endless spell. On a 4+, that unit suffers D3 mortal wounds. If any models were slain by this spell, before removing the first slain model, the commanding player of the model that summoned this endless spell can add 1 TZEENTCH CHAOS SPAWN to their army and set it up within 3" of the slain model’s unit. Then, remove the slain model. | |
| | |
| | |
| 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. Unit Size: - Points: 70 Battlefield Role: Endless Spell Base size: 105 x 70mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.
Snapping Jaws: The Simulacrum feeds upon the minds of any beings in its path and is especially drawn to sources of the arcane.
After this endless spell has moved, roll 9 dice for the closest unit within 6" of it. If more than 1 unit is equally close, the commanding player can choose which unit to roll for. For each 5+, that unit suffers 1 mortal wound. If that unit is a WIZARD, it suffers 1 mortal wound for each 4+ instead of each 5+. | |
| | |
| | |
| By conjuring a Tome of Eyes, a spellcaster can read knowledge inscribed by daemonic forces as the tome reads them in turn; in doing so, they gain access to the fabled Parchment Curse. A particularly disturbing spell, this turns the enemies of the caster into scattering sheafs of paper, each detailing a dark and twisted version of the victim’s life story. Unit Size: - Points: 40 Battlefield Role: Endless Spell Base size: 50mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 1". If successfully cast, set up this endless spell within range and visible to the caster, and more than 1" from all other models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell. A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.
LINKED: This endless spell must remain within 1" of the model that summoned it. For rules purposes, this endless spell and the model that summoned it are treated as a single model that uses that model’s warscroll, with the addition of the abilities on this warscroll. If the model that summoned this endless spell is slain, then this endless spell is immediately removed from play. If this endless spell is dispelled and the model that summoned it has not been slain, remove this endless spell from play but leave the model that summoned it on the battlefield.
Transfixed by Countless Eyes: As the Tome flicks through its endless pages, it peers into the mind of its summoner, giving knowledge to the loyal and punishing the insatiable as it sees fit.
You can re-roll casting rolls for the model that summoned this endless spell while this endless spell is on the battlefield.
The Parchment Curse: The Tome’s flames intensify, its eyes twitching frantically as it seeks new prey for the curses on its parchment leaves.
The Parchment Curse is a spell that is known by the model that summoned this endless spell while this endless spell is on the battlefield. It has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a dice. On a 3+, that unit suffers D3 mortal wounds. In addition, for each model slain by those mortal wounds, subtract 1 from the Bravery characteristic of that model’s unit (to a minimum of 1) for the rest of the battle. | |
| | |
Warscroll Battalion
| | |
| As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash - only that it will not end well. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding Tzeentch’s daemonic hosts that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll 1 dice for each enemy unit within 9" of any units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds. | |
| | |
| | |
| As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash - only that it will not end well. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding Tzeentch’s daemonic hosts that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll 1 dice for each enemy unit within 9" of any units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds. | |
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| As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash - only that it will not end well. Unit Size: - Points: 180 Battlefield Role: Warscroll Battalion
Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding Tzeentch’s daemonic hosts that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll 1 dice for each enemy unit within 9" of any units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds. | |
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| As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash - only that it will not end well. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding Tzeentch’s daemonic hosts that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll 1 dice for each enemy unit within 9" of any units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds. | |
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| As they burst forth from the Impossible Fortress, the manic cackling of the Fate Legion fills their enemies with dread. None but those embraced by change can know what they plan to unleash - only that it will not end well. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Storm of Daemonic Fire: So great is the roiling tide of warpfire surrounding Tzeentch’s daemonic hosts that to merely stand in the daemons’ presence is to risk being set alight. Those who burn swiftly can be reckoned as the lucky ones.
At the end of the charge phase, roll 1 dice for each enemy unit within 9" of any units from this battalion. On a 6, that enemy unit suffers D3 mortal wounds. | |
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| When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself - and, in doing so, go to war. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Boon of Mutation: Enemies of an Arcanite cult are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 model to a friendly TZAANGOR HOST that is within 9" of the slain model. Set up models are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size. | |
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| When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself - and, in doing so, go to war. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Boon of Mutation: Enemies of an Arcanite cult are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 model to a friendly TZAANGOR HOST that is within 9" of the slain model. Set up models are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size. | |
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| When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself - and, in doing so, go to war. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Boon of Mutation: Enemies of an Arcanite cult are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 model to a friendly TZAANGOR HOST that is within 9" of the slain model. Set up models are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size. | |
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| When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself - and, in doing so, go to war. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Boon of Mutation: Enemies of an Arcanite cult are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 model to a friendly TZAANGOR HOST that is within 9" of the slain model. Set up models are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size. | |
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| When the preparations have been made, the dark bargains struck and the time deemed right, an Arcanite Cult will finally reveal itself - and, in doing so, go to war. Unit Size: - Points: 180 Battlefield Role: Warscroll Battalion
Boon of Mutation: Enemies of an Arcanite cult are under the constant threat of mutation, the unluckiest of them ending up transmogrified into a Tzaangor.
At the end of the charge phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6, that unit suffers D3 mortal wounds. If any models are slain by this ability, before removing the first slain model, you can add 1 model to a friendly TZAANGOR HOST that is within 9" of the slain model. Set up models are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size. | |
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| Atra’zan the Immolator seeks to engulf the Mortal Realms in an arcane firestorm. To see this done, he has assembled a troupe of daemonic pyromaniacs who surge into battle like a living inferno, delighting in the agonised screams of burning mortals and the stench of charred flesh. Unit Size: - Points: 150 Battlefield Role: Warscroll Battalion
Gleeful Immolation: As Atra’zan’s summoned flames whirl about his Cavalcade, the daemons become a living conflagration that spreads the fires of change with reckless, joyful abandon.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion that made a charge move in the same turn. If you intend to complete the Reckless Abandon agenda from Battletome: Disciples of Tzeentch, you cannot pick units from this battalion to complete the agenda.
The Opus Infernus: Atra’zan’s devotion to immolating the enemies of anarchy has earned him the boon of wielding the Opus Infernus.
Atra’zan the Immolator knows the Tzeentch’s Firestorm spell from the Lore of Change in Battletome: Disciples of Tzeentch in addition to any other spells he knows, and you can add 2 to the casting roll when he attempts to cast that spell. | |
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Regiment of Renown
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| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. |
• | 1 Gunnar Brand | • | 1 The Oathsworn Kin | • | 1 Singri Brand | The following warscrolls are part of the Slaves to Darkness faction: Gunnar Brand; The Oathsworn Kin; and Singri Brand. If your army has a CHAOS general but is not a Slaves to Darkness army, you can include these warscrolls in your army as a special type of ally called the Brand’s Oathbound regiment of renown. If you do so, no other allied units can be included in your army. You can include this Regiment of Renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in the Brand’s Oathbound regiment of renown are considered to be belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
If the Brand’s Oathbound regiment of renown is included in your army, the following ability applies: |
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Favour of the Gods: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods through his prowess in battle, and with each notable kill he claims, rewards are bestowed upon him and his tribe.
At the end of the combat phase, if any enemy HEROES were slain by an attack made by a friendly GUNNAR BRAND in that phase, he receives the favour of the gods. Each time he receives the favour of the gods, heal all wounds allocated to friendly BRAND’S OATHBOUND units wholly within 18" of him and add 1 to the Attacks characteristic of melee weapons used by friendly BRAND’S OATHBOUND units until the end of the battle. | |
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| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. Unit Size: - Points: 260 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Hargax’s Pit-beasts. Although taken as a set, each is a separate unit.
Bestial Domination: Their will crushed through brutal violence, Hargax’s pit-beasts obey his every bellowed demand.
Once per phase, the OGROID MYRMIDON in this regiment of renown can issue the All-out Attack or All-out Defence command to the FOMOROID CRUSHER or MINDSTEALER SPHIRANX in this regiment of renown without a command point being spent.
The Worthiest Stock: Only the most fearsome creatures are worthy of the gladiatorial menagerie Hargax seeks to corral, and so he constantly looks for opportunities to test them against rival beasts on the battlefield.
At the end of the charge phase, you can pick either the FOMOROID CRUSHER or the MINDSTEALER SPHIRANX in this regiment of renown and 1 enemy MONSTER within 3" of it. If you do so, roll a dice. On a 3+, the strike-last effect applies to both units you picked in the following combat phase. | |
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| Unit Size: - Points: 590 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Phulgoth’s Shudderhood. Although taken as a set, each is a separate unit.
Fog of Despair: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.
Subtract 1 from hit rolls for attacks made with missile weapons that target a unit in this regiment of renown.
Disgustingly Resilient: Those favoured by Nurgle are inured to pain: their rotting bodies shrugging off all but the most traumatic damage.
Units in this regiment of renown have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each unit in this regiment of renown. | |
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