Disciples of Tzeentch – Warscrolls


Cavalry Hero


DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
on Disc of Tzeentch
14"
6
4+
2
Gaunt Summoners are daemon monarchs of Tzeentch. There are nine of these dreaded sorcerers, and each is the lord of a Silver Tower – looming crystalline edifices that travel across time and space, disgorging hosts of daemons and Arcanites from their labyrinthine innards. Having been elevated to their station by Tzeentch himself, Gaunt Summoners are entrusted with schemes of immense complexity and import. They rule their Silver Towers as mad fiefdoms and delight in magically trapping rivals and adversaries within. These unfortunates are subjected to endless trials for the amusement of the Gaunt Summoners. Few ever escape; fewer still hold onto their sanity. Gaunt Summoners are masters of binding the daemons that infest their Silver Towers. Often they will transform a mindless Screamer into a Disc to ride upon, for the pride of the Summoners is such that walking upon the stagnant earth of the realms infuriates them. Surrounded by shoals of flying daemons or Discborne mortal acolytes, Gaunt Summoners observe the ebb and flow of battle with an obsessive curiosity. Any opportunity to unleash their arcane fires will be seized on with gusto, for the Summoners are always looking to outdo one another in seeking the favour of Tzeentch.
DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Deployment Phase
MINIONS OF THE SILVER TOWER: The warped fortresses of the Gaunt Summoners are infested with their thrall hosts.

Declare: Pick a friendly unit that has not been deployed to be the target.

Effect: The target is set up in reserve in a Silver Tower. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BOOK OF PROFANE SECRETS: Using this arcane tome, the Gaunt Summoner calls forth minions from their Silver Tower.

Declare: Pick a friendly unit in a Silver Tower to be the target.

Effect: Set up the target on the battlefield wholly within 12" of this unit and more than 9" from all enemy units.

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

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

Effect: If the unmodified casting roll exceeds the target’s Health characteristic, it is automatically destroyed. For the rest of the battle, that unit cannot be picked to be the target of an ability that allows a replacement unit to be set up.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), CAVALRY, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
14"
6
4+
2
Magisters are amongst the most magically powerful of Tzeentch’s mortal servants. It is they who lurk at the heart of an Arcanite cult, manipulating all and sundry to ensure the Change God’s will is carried out. Though they prefer to operate from their sorcerous lairs, when Magisters take to the field, they revel in unleashing their most devastating evocations. With a gesture, these master sorcerers summon roaring flames of every colour or exude rays of pure change-magic that warp enemies beyond recognition. The more outlandish the fate they can inflict, the more honour they do to the Changer of the Ways. Magisters who take a particular delight in the carnage of open magical warfare will seek out a Screamer to act as their mount, warping the daemonic creature’s flesh and alloying it with strange metals until it serves as a Disc of Tzeentch. Having eschewed the subtlety typical to their kind, they have embraced their role as the bringers of violent change. Contrails of flame billow in their wake as they blaze through the skies alongside other airborne minions. The Magisters hungrily draw upon these fires to wield as tools of annihilation, scouring the lands until they are more pleasing to Tzeentch’s ninefold gaze.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff [Wyrdflame]
Tzeentchian Runestaff
Wyrdflame
18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Warpsteel Sword
Warpsteel Sword33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Arcanite Cabalist, Any ARCANITE

Your 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.

Effect: If this unit successfully cast a spell this phase, for the rest of the turn:
  • Add 1 to this unit’s power level.
  • If 2 or more dice in a casting roll for this unit have the same value, the spell fails, its effect is not resolved and D6 mortal damage is inflicted on this unit.

Passive
MASTERS OF THE BLAZING SKIES: A Magister takes to the air surrounded by sorcerers and minions riding daemonic Discs.

Effect: While they are within this unit’s combat range, friendly DISC OF TZEENTCH units can use CHARGE abilities even if they used a RUN ability in the same turn.

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


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
14"
6
5+
2
Tzaangor Shamans are the most powerful of their bestial kind. Born amongst dark omens, they are favoured by the Architect of Fate and granted a daemonic Disc to raise them above their kin. They combine savage strength with instinctive magical prowess, a combination that few can resist. Tzaangor Shamans are revered by their warflocks, for they wield the ability to transmute others into Tzaangors. Any struck by the blue-tinged bolts of mutagenic energy they conjure are wracked with agonising contortions, their skulls splitting as sharp beaks push forth and their bodies sprout rough spines. Before long, the afflicted rise as glistening Tzaangors, ready to join the Shaman’s ranks. Tzaangor believe that, by imbibing potions of distilled mage-blood, their Shamans enter a trance that allows them to spirit-walk into the Realm of Chaos and receive commands from the Lords of Change. Some Shamans are ordered to lend guidance to an Arcanite cult, whilst others remain with their warflocks. These mutant sorcerers guide their kin in all manner of rituals, lead hunts for arcane treasures or oversee the rising of flux-cairns that distort magic into forms more pleasing to the Changer of the Ways.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Arcanite Cabalist, Any ARCANITE

Your Hero Phase
RITE OF HASTE: Tzaangor Shamans guide their warflocks through fell rites to push them beyond their mortal limits.

Declare: Pick a friendly WARFLOCK unit that does not have FLY and is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, the target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

End of Any Turn
MUTAGENIC SORCERY: As warriors fall around the Tzaangor, some mutate to become the creature that struck them down.

Declare: Pick an enemy unit within 12" of this unit to be the enemy target. Then, pick a friendly Tzaangors unit in combat with that enemy unit to be the friendly target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the enemy target equal to the roll.
  • Return a number of slain models to the friendly target equal to the roll.

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


DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
14"
5
4+
2
More than just a powerful warrior, a Fatemaster is surrounded by an aura of change. Mounted atop Discs of Tzeentch, Fatemasters streak into combat, slicing foes with their fireglaives while manipulating fortune for the benefit of their Arcanite cult.
DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
MELEE WEAPONS
AtkHitWndRndDmg
Fireglaive of Tzeentch [Wyrdflame]
Fireglaive of Tzeentch
Wyrdflame
33+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ARCANITE

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

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

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

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

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


DISCIPLES OF TZEENTCH WARSCROLL
Fluxmaster
Herald of Tzeentch on Disc
14"
6
4+
2
There is nowhere on the battlefield safe from a Herald riding a Disc of Tzeentch. Bolting through the air, the Fluxmaster conjures blue flames to hurl at the foe before darting in to deliver a swift blow from a mutative Staff of Change.
DISCIPLES OF TZEENTCH WARSCROLL
Fluxmaster
Herald of Tzeentch on Disc
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

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

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

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

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


DISCIPLES OF TZEENTCH WARSCROLL
The Blue Scribes
14"
5
4+
2
Tzeentch created two daemons, P’tarix and Xirat’p, for the sole purpose of learning every spell in existence. The Blue Scribes, as they are known, ride their Disc of Tzeentch through the realms seeking every fragment of arcana.
DISCIPLES OF TZEENTCH WARSCROLL
The Blue Scribes
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Sharpened Quills
Sharpened Quills25+5+-1
BATTLE PROFILE

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

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

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

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

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

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

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

Infantry Hero


DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald of Tzeentch
5"
5
6+
2
Heralds of Tzeentch are the captains of the Change God’s scintillating hosts. These daemons have been granted greater individuality and command of magic than the gibbering Horror masses, though ultimately they remain nothing but pawns in Tzeentch’s schemes. There are numerous different ranks of Herald, each with a role to play in their master’s ineffable designs. Obsessed with showing off their status and outdoing their rivals, Heralds of Tzeentch festoon themselves with arcane tomes and trinkets, relics scrounged from the archives of the Impossible Fortress and leaden with magic. Changecasters are the lowliest form of Herald, charged with corralling packs of daemonic Horrors into something approaching a battleline. The difficulties of this task grate on even an immortal, ensuring that Changecasters have a bitter disposition assuaged only through acts of magical destruction. These Heralds are natural sorcerers and powerful loci of fell energy, capable of bathing enemies in mutagenic wyrdflame that sees their limbs agonisingly split, their flesh turn inside out or some other form of lethal unravelling overcome them. Yet Changecasters command little respect from their fellow Heralds, largely because they must suffer the indignity of walking upon the dull and constant surface of the realms.
DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Passive
LURID FLAMES: 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.

Effect: Add 1 to hit rolls for combat attacks made by friendly units that target a BURNING enemy unit within 12" of this unit.

Passive
DAEMONIC LOCUS: Daemons are drawn to a Changecaster’s arcane aura.

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

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


DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
5"
6
3+
2
Curselings are grotesque bipartite entities who bartered their very being for eldritch truths. Should a pact be struck, a strange lump appears on their form, growing more pronounced over nights of disorienting pain. From pallid skin grows a ruff of scintillating feathers and an eyeless head, thin limbs twitching and gesticulating. This homunculus-creature is a Tretchlet, a lesser daemon-form that allows a measure of Tzeentch’s will to possess its host. In return for a mortal anchor to bind it to the realms, they provide the Curseling the intuition to discern truth from falsehood. Those who would slay this peculiar double creature at close quarters find themselves thwarted by the strong sword arm of the host, a formidable warrior in their own right. Curselings are thieves of the arcane, loathed by those gifted in spellcraft. Yet their existence is a fraught one. Tretchlets are conniving entities, forever scheming to seize control of their host. Should the Curseling not remain on guard, they may find themselves trapped within their own mind, forced to watch as the Tretchlet puppets them onwards.
DISCIPLES OF TZEENTCH WARSCROLL
Curseling
Eye of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Arcane Energy [Wyrdflame]
Hurled Arcane Energy
Wyrdflame
18"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tzeentch and Blazing Sword
Staff of Tzeentch and Blazing Sword54+4+12
BATTLE PROFILE

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

Passive
DISRUPTER OF THE ARCANE: A Curseling can reach into a spell and undo the magical forces that keep it whole.

Effect: Each time this unit unbinds a spell, roll a dice. On a 4+, subtract 1 from the power level of the enemy WIZARD that used that SPELL ability, to a minimum of 0, until the start of your next turn.

Your Hero Phase
5
INFUSION ARCANUM: The sorcerer’s body becomes saturated with death-dealing energies, transforming even the frailest warlock into a truly formidable adversary.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the Rend and Damage characteristics of this unit’s Staff of Tzeentch and Blazing Sword.
KEYWORDSSPELL

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


DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
5"
5
6+
2
Gaunt Summoners are daemon monarchs of Tzeentch. There are nine of these dreaded sorcerers, and each is the lord of a Silver Tower – looming crystalline edifices that travel across time and space, disgorging hosts of daemons and Arcanites from their labyrinthine innards. Having been elevated to their station by Tzeentch himself, Gaunt Summoners are entrusted with schemes of immense complexity and import. They rule their Silver Towers as mad fiefdoms and delight in magically trapping rivals and adversaries within. These unfortunates are subjected to endless trials for the amusement of the Gaunt Summoners. Few ever escape; fewer still hold onto their sanity. Once, the Gaunt Summoners were given freedom by Tzeentch to pursue the accumulation of magical power as they saw fit, but Archaon the Everchosen wished to possess the might of the Gaunt Summoners for his own. The Change God concluded that allowing Archaon to seemingly usurp dominion of the nine daemon sorcerers would better serve his own ends. So did the Everchosen win the true names of all the Gaunt Summoners, never realising the subtle aid from which he benefited. Ever since, the Gaunt Summoners have chafed beneath his rule, plotting to one day rebel and claim his throne.
DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Deployment Phase
MINIONS OF THE SILVER TOWER: The warped fortresses of the Gaunt Summoners are infested with their thrall hosts.

Declare: Pick a friendly unit that has not been deployed to be the target.

Effect: The target is set up in reserve in a Silver Tower. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BOOK OF PROFANE SECRETS: Using this arcane tome, the Gaunt Summoner calls forth minions from their Silver Tower.

Declare: Pick a friendly unit in a Silver Tower to be the target.

Effect: Set up the target on the battlefield wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
DIVERT REALMGATE: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a realmgate, allowing malefic Chaos entities to storm the battlefield.

Declare: Make a casting roll of 2D6.

Effect: Units set up this turn using this unit’s ‘Book of Profane Secrets’ ability can be set up wholly within 18" of this unit and more than 7" from all enemy units instead of the distances in the ability.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


DISCIPLES OF TZEENTCH WARSCROLL
Magister
6"
5
4+
2
Magisters are amongst the most magically powerful of Tzeentch’s mortal servants. It is they who lurk at the heart of an Arcanite cult, manipulating all and sundry to ensure the Change God’s will is carried out. Though they prefer to operate from their sorcerous lairs, when Magisters take to the field, they revel in unleashing their most devastating evocations. With a gesture, these master sorcerers summon roaring flames of every colour or exude rays of pure changemagic that warp enemies beyond recognition. The more outlandish the fate they can inflict, the more honour they do to the Changer of the Ways. Magisters are privy to eldritch secrets that have twisted them into something unnatural. Their limbs grow long and backwards-jointed, while their faces mutate into leering masks or sprout with clusters of iridescent eyes. Yet for all their arcane might, Magisters are still mortals, and they risk body and soul each time they channel the unbound potential of change. Many are the tales of Magisters who drank from the font of their god’s power too eagerly and found themselves eventually overwhelmed by it, reduced to a mewling lump of flesh. But Tzeentch demands unlimited ambition from his Magisters, and the lure of ultimate sorcerous might is a prize they will go to any length to claim.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff [Wyrdflame]
Tzeentchian Runestaff
Wyrdflame
18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Your 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.

Effect: If this unit successfully cast a spell this phase, for the rest of the turn:
  • Add 1 to this unit’s power level.
  • If 2 or more dice in a casting roll for this unit have the same value, the spell fails, its effect is not resolved and D6 mortal damage is inflicted on this unit.

Your Hero Phase
WEB OF INTRIGUE: Magisters excel in pre-empting the crude schemes of their enemies, directing their cultic minions to outmanoeuvre them in turn.

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

Effect: Until the start of your next turn, each time your opponent declares a MOVE ability for the target, before reactions are used, you can pick a friendly ARCANITE unit that is not in combat and is within 12" of the target. That friendly unit can move 3", but it cannot move into combat during any part of that move.

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


DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
6"
8
5+
2
The ogroids are an exceedingly ancient race. Though they once fought in Gorkamorka’s hordes, they sought a more refined existence. These ideals of structure drove a wedge between them and their barbarous brethren, until at last their capital of High Progrexia was sacked by a greenskin horde. Enraged, the survivors fell into the embrace of Chaos, selling their souls for vengeance. Thaumaturges are the inheritors of the ogroids’ more esoteric traditions, and in their pursuit of magical lore, they have embraced service to Tzeentch. Though brutish, horned and bestial creatures, they are undeniably beings of the arcane, their flesh constantly writhing with eldritch energies. A Thaumaturge’s sorcerous ability is channelled through the head of their totemic staff – a tool hand-crafted by the ogroid themselves – and released in storms of multi-hued wyrdflame. Thaumaturges are certainly cunning, as many Magisters who seek to manipulate them learn to their cost, but their battle-rage is never far from the surface. When pain strikes, Thaumaturges fly into a frenzy, discarding the subtle arts of magic in their need to crush and tear. Such brute strength is of great value to the Arcanite cults, who flatter the ogroids into spearheading their most aggressive uprisings.
DISCIPLES OF TZEENTCH WARSCROLL
Ogroid Thaumaturge
RANGED WEAPONS
RngAtkHitWndRndDmg
Thaumaturge Staff
Thaumaturge Staff12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Horns and Cloven Hooves [Charge (+1 Damage)]
Great Horns and Cloven Hooves
Charge (+1 Damage)
34+2+12
Thaumaturge Staff
Thaumaturge Staff24+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Passive
THAUMATURGE RAGE: When wounded, the ogroid’s rage gives rise to bursts of renewed energy.

Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks while it is damaged.

Once Per Turn (Army), End of Any Turn
BURNING FURY: As an Ogroid Thaumaturge rages and roars, the multihued flames of Tzeentch erupt from their totemic stave to ravage the enemy.

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

Effect: The target has the BURNING keyword.

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


DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
5"
6
5+
2
The daemon known as the Changeling is Tzeentch’s prime agent of misrule. None but the Lord of Flux has ever laid eyes upon this shapeshifting trickster’s true face, for it has assumed countless identities and guises over the centuries. Amongst its greatest coups was thieving seven of Nurgle’s sacred tomes from their place beside the Plague God’s cauldron, bringing Tzeentch many of his rival’s secrets. Arguably the Changeling’s grandest deception, though, was creating the persona of Valius Maliti, the master architect who designed many of the first Cities of Sigmar. In these bastions of Order, therefore, lie subtle flaws, ready for exploitation by Tzeentch’s legions. The Changeling considers engaging in battle to be a personal failure, for spreading discord from the shadows is far more satisfying. Even so, there is a certain thrill to be found in impersonating officers and trusted companions, misinterpreting or mislaying orders so that an enemy force finds itself suddenly vulnerable amidst the carnage of war. Should the Changeling’s disguise somehow be seen through, this is no great concern to the daemon; the eldritch fires it summons and the form-shifting powers of its Trickster’s Staff can overcome most potential impediments.
DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Deployment 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.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 3" from all enemy units.

Your Hero Phase
6
DISCORD AND CONFUSION: The Changeling is a master of deception and bait-and-switch tactics.

Declare: Make a casting roll of 2D6.

Effect: Subtract 1 from hit rolls for attacks that target this unit until the start of your next turn.

In addition, until the start of your next turn, roll a dice each time this unit is targeted by an ability that is not an ATTACK ability. On a 4+, another eligible unit must be targeted by that ability instead of this unit. If it is not possible to target another unit, that ability has no effect.
KEYWORDSSPELL

Enemy Hero Phase
PUCKISH MISDIRECTION: The Changeling can manipulate the most stalwart of warriors while appearing as a trusted advisor or comrade.

Declare: Pick an enemy unit within 9" of this unit to be the target.

Effect: Roll a dice. On a 3+, halve the target’s Move characteristic for the rest of the turn.

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON

Monster Hero


DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
12"
16
5+
5
Aeons ago, Tzeentch hurled the Lord of Change known as Kairos into the Well of Eternity, curious as to what would become of the daemon within that abyss of infinite possibility. The being that emerged from that roiling maelstrom was fundamentally altered from that which had come before. Kairos’s essence had bifurcated, two heads sprouting from his wizened shoulders. The right head could see the many forks of the future, while the left possessed perfect clarity on all that had transpired in the past. Yet in becoming attuned to the flow of eternity, Kairos sundered himself from the present; unable to follow time as it passes, he now can only see what was and what might be. The secrets Kairos is privy to have made him the Architect of Fate’s foremost lieutenant, sent into the Mortal Realms to oversee the most vital manipulations of destiny. Though his inability to perceive the present may occasionally blindside him, Fateweaver allows only those who serve his purpose to draw close. Those he deems irrelevant are disposed of with bolts of pure mutation or torrents of prismatic wyrdflame, both of Kairos’s heads cackling in cruel mirth as they watch the prelude to and consequences of this destructive spellcraft unfold.
DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tomorrow
Staff of Tomorrow43+2+1D3
Curved Beaks
Curved Beaks54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Curved Beaks is 3.

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

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

Once Per Battle, Reaction: You declared the ‘Tactical Gambit’ ability
ORACLE OF ETERNITY: Kairos’s heads have insights into the future and the past.

Effect: Pick 1 of the following effects:

Read the Past: You can pick 1 battle tactic that you have already attempted.

Read the Future: You can pick 2 battle tactics that you have not yet attempted, but you can only complete 1 of them (even if you meet the conditions to complete both). The other does not count as having been attempted. If you do not complete either battle tactic, you can pick which does not count as having been attempted.

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

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

Your Hero Phase
8
ARCANE SUGGESTION: The sorcerer’s victims are reduced to little more than puppets on a string.

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

Effect: Pick 1 of the following effects to apply to the target until the start of your next turn:

It’s Hopeless: The target cannot use commands.

Drop Your Weapons: Subtract 1 from hit rolls and wound rolls for the target’s attacks.

Kneel: Subtract 1 from save rolls for the target.
KEYWORDSSPELL

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


DISCIPLES OF TZEENTCH WARSCROLL
Lord of Change
12"
14
5+
5
With a contemptuous flick of their talons, a Lord of Change can unleash blistering waves of wyrdflame or tear open screaming gateways to the Realm of Chaos. These greater daemons are entities of pure magic, and few can rival their spellcraft. Mundane concepts such as glory or honour mean little to a Lord of Change; they delight in denying enemy champions a fair contest, soaring out of reach upon their glowing pinions. Blades, bullets and even retaliatory spells sputter to nothing against a Lord of Change’s wards, even as the daemon unleashes kaleidoscopic storms of witchfire in turn. A Lord of Change satisfies its well of curiosity by ensnaring mortals in complex schemes, raising favoured acolytes up to the dizzying heights of their ambitions before casting them down. These daemons care not for the consequences facing those they torment; instead, they watch their suffering with enraptured fascination. Yet Lords of Change are manipulative to the point of compulsiveness, always adding new dimensions to their schemes even if it compromises their original aims. Many times has one of the Change God’s grand ploys unravelled because his Lords of Change could not stop plucking the skeins of fate – though even this anarchy is pleasing to Tzeentch.
DISCIPLES OF TZEENTCH WARSCROLL
Lord of Change
RANGED WEAPONS
RngAtkHitWndRndDmg
Rod of Sorcery [Wyrdflame]
Rod of Sorcery
Wyrdflame
18"2D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tzeentch [Anti-WIZARD (+1 Rend)]
Staff of Tzeentch
Anti-WIZARD (+1 Rend)
43+3+-D3
Baleful Sword
Baleful Sword44+3+23
Curved Beak
Curved Beak44+3+12
BATTLE PROFILE

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

This unit is armed with a Staff of Tzeentch, Curved Beak and 1 of the following options:
  • Rod of Sorcery
  • Baleful Sword

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Curved Beak is 3.

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

Declare: Discard 1 destiny dice. Then, pick a friendly non-HERO non-UNIQUE DISCIPLES OF TZEENTCH DAEMON unit that has been destroyed to be the target.

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

Passive
LOCUS OF CHANGE: The aura of instability surrounding Tzeentch’s greatest daemons can send even the most focused warriors insane.

Effect: Subtract 1 from hit rolls for combat attacks that target friendly DISCIPLES OF TZEENTCH DAEMON units while they are wholly within 12" of this unit.

Your Hero Phase
7
TZEENTCH’S FIRESTORM: An apocalyptic inferno of raging wyrdflame surges from the daemon’s hands to engulf its victims in a fiery maelstrom.

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

Effect: Roll 9 dice. For each 6, inflict D3 mortal damage on the target.
KEYWORDSWYRDFLAME, SPELL

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

War Machine Hero


DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
12"
8
5+
2
Heralds of Tzeentch are the captains of the Change God’s scintillating hosts. These daemons have been granted greater individuality and command of magic than the gibbering Horror masses, though ultimately they remain nothing but pawns in Tzeentch’s schemes. There are numerous different ranks of Herald, each with a role to play in their master’s ineffable designs. Obsessed with showing off their status and outdoing their rivals, Heralds of Tzeentch festoon themselves with arcane tomes and trinkets, relics scrounged from the archives of the Impossible Fortress and leaden with magic. Fateskimmers are Heralds that have, through acts of particular deviousness, earned the right to ride a Burning Chariot. Borne upon a Disc of Tzeentch pulled by a pair of captive Screamers, they rain arcane destruction from on high, hurling spells, hexes and firestorms selected from their favoured eldritch tomes. Cautious and controlling Fateskimmers prefer to lurk upon the battle’s edge, screeching orders while conjuring streams of wyrdflame. Yet some Fateskimmers – those who believe that destiny often requires more deliberate shunts – cannot resist the thrill of smashing their bladed contraption into the enemy, delighting in the rain of blood and severed body parts that such a collision throws up.
DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Screamers’ Lamprey Bites [Anti-MONSTER (+1 Rend), Companion]
Screamers’ Lamprey Bites
Anti-MONSTER (+1 Rend), Companion
64+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DAEMON

End of Any Turn
FUELLING THE INFERNO: The mere presence of a Fateskimmer causes wyrdflame to blaze brightly.

Declare: Pick up to 3 BURNING enemy units within 12" of this unit to be the targets.

Effect: Inflict 1 mortal damage on each target.

Your Movement Phase
WAKE OF FIRE: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice. On a 3+, the target has the BURNING keyword.

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

Beast


DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
2D6"
5
5+
1
Anyone who walks the Path to Glory risks becoming a grotesque Chaos Spawn. Distorted by a critical mass of mutative ‘gifts’, hardly anything of their former self is recognisable – perhaps only the twisted vestiges of what was once their face, mouth distended in a permanent scream of horror. In some cases, only the mind remains terribly aware, trapped in its prison of roiling flesh. Spawn are possessed of a monstrous strength, able to rip flesh and tear limbs from bodies with each of their multi-jointed appendages or grasping pseudopods. They fight erratically, as likely to slither and slump as to thrash and maim. Whichever instinct seizes them, they cause bloody carnage with no thought for their own self-preservation – almost as if they wish to be put out of their misery. Arcanites often keep packs of gibbering Spawn within their hidden sanctums, ready to unleash against any who trespass in the cult’s abode. These abominations were created through Tzeentch’s fell blessings, and his magic now sustains them. They instinctively flock to the most gifted sorcerers, bathing in the esoteric energies conjured by their spellcraft and forming a wall of thrashing flesh to bar any who would harm the Great Conspirator’s chosen.
DISCIPLES OF TZEENTCH WARSCROLL
Chaos Spawn of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

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

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

Effect: Set up this unit in reserve as a potential fate. It has now been deployed.

Designer’s Note: If deployed using this ability, this unit can only be set up on the battlefield using the ‘Transformed to Spawn’ spell.
KEYWORDSDEPLOY

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

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

Effect: Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times.

KEYWORDS
BEAST
CHAOS, DISCIPLES OF TZEENTCH


DISCIPLES OF TZEENTCH WARSCROLL
Screamers of Tzeentch
14"
3
5+
1
Screamers are sky-sharks that ride upon currents of magic. These daemons drift about, fangs constantly gnashing and eyes revolving on their flattened undersides as they hunt for prey. Souls are their favoured delicacy, but aetheric energies are similarly ripe for consumption. Mortal flesh makes for a fine meal, too – though the act of ripping open prey with their circular, shredding maws sustains the Screamers far more than any physical nourishment. Champions of Tzeentch have long used Screamers as aerial shock cavalry. They are single-minded in hunting for their next mouthful of magic; Screamer shoals have been known to chase endless spells across entire landmasses. Sharpened spines and ridges jut out from the Screamers’ sleek forms, and the speeds they can reach make them deadly living missiles. Screamer shoals dart through an enemy formation without pause, scything down foes without breaking pace. Even monsters must be wary of these daemons; there are tales of Mega-Gargants that thought to pluck one of these strange beasts out of the sky for a quick snack, only to be whittled down to the bone by a sudden hurricane of fangs.
DISCIPLES OF TZEENTCH WARSCROLL
Screamers of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Lamprey Bite [Anti-MONSTER (+1 Rend), Companion]
Lamprey Bite
Anti-MONSTER (+1 Rend), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 32mm
Can be reinforced: Yes

Your Movement Phase
SLASHING FINS: A pack of Screamers travelling at great speed can slash and eviscerate an enemy formation to ribbons.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit that passed across the target. For each 4+, inflict 1 mortal damage on the target.

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

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

Cavalry


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
on Discs of Tzeentch
14"
4
4+
1
Tzaangor Enlightened are even more physically imposing than typical Tzaangors. Each is armed with a spear of changemetal, a protean substance that can be fashioned only by those gifted in the sorceries of change, which flickers and morphs to better slip through enemy defences. Yet these tangible boons are secondary to the creatures’ strangest ability: through mere proximity, they can glean echoes of past events, hidden truths and suppressed secrets. Even hardened warriors cannot help but flinch as their most buried insecurities are suddenly laid bare – giving the Enlightened ample opportunity to run them through. The most favoured Enlightened are granted daemonic conveyances known as Discs of Tzeentch to carry them into battle. They flock around the Shamans of their kind, forming a screeching honour guard. When their arcane master demands that some critical nexus of magic be seized, it is their Enlightened who see it done. Approaching the target at terrible speed, they shriek out the secrets of entrenched enemies, cackling in delight as confusion and horror reigns. It is then that the Enlightened dive into the melee, letting their spears and the spinning blades of their Discs facilitate the crude but satisfying business of slaughter.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
on Discs of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak24+3+12
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 40mm
Can be reinforced: Yes

Passive
GUIDED BY THE PAST: These warriors see at once every moment that led to the present and seek retribution against those who set the chain of events in motion.

Effect: This unit’s Tzeentchian Spears and Vicious Beaks have Charge (+1 Damage) if you are the underdog or it was determined at the start of the battle round that you would take the second turn.

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


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
14"
4
4+
1
Skyfires are bestial agents of Tzeentch, charged with ensuring that his intricate schemes continue without impediment. It is their gift to glimpse potential futures and their curse that they can never speak of them. In contrast to their trilling kin, Skyfires are utterly silent, their eyes blazing with tortured frustration at their inability to voice their half-glimpsed potentials. Those who observe a Skyfire may find themselves perplexed, for the creature appears to shoot their arrows on seemingly aimless trajectories. Yet with unsettling inevitably, their targets find themselves in the projectile’s path, losing their footing or becoming distracted at a critical moment. All this has been foreseen by the Skyfire; they have accounted for as many possible futures as their fractured mind can handle, removing impediments to their arrows striking. Skyfires excel as assassins, pursuing those who would hinder Tzeentch’s designs. The Discs of Tzeentch they ride upon help them to keep pace with their prey. Attempting to wield a bow while riding one of these swift daemon-forms would normally be a futile endeavour, but the Skyfires’ foresight allows them to maintain a degree of accuracy and keep one step ahead of those marked for death.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Skyfires
RANGED WEAPONS
RngAtkHitWndRndDmg
Arrow of Fate
Arrow of Fate18"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Bow Stave and Vicious Beak
Bow Stave and Vicious Beak14+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 40mm
Can be reinforced: Yes

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

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

Your Shooting Phase
JUDGEMENT FROM AFAR: To be struck by an Arrow of Fate is to be judged by destiny itself.

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

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

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

Infantry


DISCIPLES OF TZEENTCH WARSCROLL
Blue Horrors and Brimstone Horrors
6"
1
6+
1
Horrors are the bizarre lesser daemons of Tzeentch. They twirl and caper as they cross the field, warbling nonsense rhymes and shooting wyrdflame from unnaturally elongated fingers. These fires of mutation freeze and twist, elongate and temporally displace, turn flesh to glass and turn bone to porous sponge. Horrors find cruel mirth in wielding these arcane projectiles against Tzeentch’s enemies, observing the unpredictable results with fascination. Though they are nonsensical beings, there is a crazed logic to the hierarchy of the Horrors. The largest are the Pink Horrors, the most jovial and arcanely talented of their infernal breed. Should a Pink Horror receive a telling wound, they will gasp dramatically before coming apart in a burst of ectoplasm. In its place are two smaller daemons known as Blue Horrors. These are more bitter and sullen but can unleash barrages of magic regardless. When a Blue Horror is slain, blazing imps known as Brimstone Horrors spring up. These diminutive daemons are the most vindictive breed of Horror. Lacking in higher thought and prone to burning themselves out rapidly, they swarm towards enemies with cackles of malice, intent on setting alight cloth and flesh.
DISCIPLES OF TZEENTCH WARSCROLL
Blue Horrors and Brimstone Horrors
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Wyrdflame]
Arcane Flames
Wyrdflame
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Impish Talons
Impish Talons24+5+-1
Spiteful Talons
Spiteful Talons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes

This unit starts the battle with 10 Blue Horror models or, if it is a reinforced unit, 20 Blue Horror models. Each is armed with Spiteful Talons and Arcane Flames.

Brimstone Horrors models can be added to this unit using the ‘Split Again’ ability. Each is armed with Impish Talons and Arcane Flames.

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

Effect: Each time a Blue Horror model in this unit is slain, before removing the model from play, roll a dice. On a 3+, you can add 1 Brimstone Horrors model to this unit.

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

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


DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer of Tzeentch
9"
4
5+
1
In rare instances, a Flamer will prove capable of independent thought. Likely this is in accordance with some whim of Tzeentch’s, though the Change God’s designs elude even his most favoured subjects. These daemons are known as Exalted Flamers. They are the champions of their kind, exuding sorcery from every pore of their sponge-like flesh. The fires conjured into being by an Exalted Flamer are even more pernicious than those of most Tzeentchian daemons. They do not simply burn out once sated; shapes and figures seem to flicker in their depths, and it is far from unknown for them to seemingly extinguish before suddenly bursting into being once more. This often comes as a terminal shock to enemies who had believed that they had passed through the inferno intact, only to be suddenly overcome and burnt to death by fire-spirits that were waiting for the moment they deemed most cruelly entertaining. Other fire-conjuring daemons are inexorably drawn to Exalted Flamers, revelling in the grand blazes that these aberrations can unleash. Arcane blazes rage far more intensely in their presence, seeming only to grow in strength the more desperately a foe tries to smother them.
DISCIPLES OF TZEENTCH WARSCROLL
Exalted Flamer of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Wyrdflame]
Wyrdflame Blast
Anti-INFANTRY (+1 Rend), Wyrdflame
16"43+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 75 × 42mm
Can be reinforced: No

Passive
CAPRICIOUS WYRDFLAME: The mutagenic fires expelled by Flamers are most drawn to those already ablaze with the potential for change.

Effect: Add 1 to wound rolls for this unit’s shooting attacks that target a BURNING enemy unit.

Once Per Turn (Army), Your Shooting Phase
TRANSMOGRIFYING BEACON: Wyrdflame shimmers and crackles around an Exalted Flamer, empowering those daemons who draw upon such energies.

Declare: Pick another friendly Exalted Flamer of Tzeentch or Flamers of Tzeentch unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, the target’s ranged weapons have Crit (2 Hits) for the rest of the turn.

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


DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
9"
2
5+
1
Flamers may well be the most physically bizarre of Tzeentch’s daemonic underlings. Tentacles writhe and twitch across their tubular bodies, and their long arms end in webbed digits that are wreathed in auras of wyrdflame. Across their roiling flesh sprout grimacing, mocking faces and gnashing mouths that constantly squeal in a dreadful cacophony. Flamers do not possess legs; instead, they have a strange skirt of frilled flesh that undulates and inflates, drawing in both hot air and motes of aether before expelling them to propel the daemons forwards with ungainly haste. So eldritch are the Flamers that they possess little active malice, but this makes them no less dangerous. A Flamer’s arms can be swung with bone-cracking force, but worse are the streams of warping flame they exude. Any being, be they mortal or immortal, caught in these clouds of raw Chaos energy is doomed to be wracked by the energies of change. All manner of horrific mutations overcome them, their form twisting and twisting again as the Flamers continue their inane gibbering. There are even accounts of some unfortunates travelling backwards in time or collapsing into a swarm of homunculus-esque doppelgängers that screech in pain before burning to a crisp.
DISCIPLES OF TZEENTCH WARSCROLL
Flamers of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Flames [Anti-INFANTRY (+1 Rend), Wyrdflame]
Warping Flames
Anti-INFANTRY (+1 Rend), Wyrdflame
12"33+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws
Flaming Maws33+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
CAPRICIOUS WYRDFLAME: The mutagenic fires expelled by Flamers are most drawn to those already ablaze with the potential for change.

Effect: Add 1 to wound rolls for this unit’s shooting attacks that target a BURNING enemy unit.

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


DISCIPLES OF TZEENTCH WARSCROLL
Jade Obelisk
5"
1
4+
1
The Jade Obelisk are iconoclastic worshippers of a daemonic entity known as the Speaker in the Stone. Each is afflicted by a curse that transforms their flesh to crumbling rock. Only by raising spires of realm-warping jade over civilisation’s ruins can they stave off degradation. In doing so, they serve Tzeentch, who delights in the cultists’ hope that one day they may escape their curse. During the Age of Chaos, the Ghurish cavern-cities of Vexothskol were overrun, until only the citadel of Nephricar remained unconquered. It was through the towering obelisk of jade at Nephricar’s heart that the Speaker in the Stone first entreated the people of Vexothskol. It seduced Mason-King Mephrobaal and his subjects with promises of power, inflicting the stone-flesh curse upon them in exchange for bolstering their physical might. The Jade Obelisk travel the realms in search of idols to demolish. The most honoured carry shards of the great pinnacle of Nephricar, capable of transmuting the flesh of their enemies to stone. Under the gaze of the daemonic Idolarcs, the Jade Obelisk plough into the fray, transmogrified flesh shrugging off harm as they swing chisel and mallet with destructive intent.
DISCIPLES OF TZEENTCH WARSCROLL
Jade Obelisk
RANGED WEAPONS
RngAtkHitWndRndDmg
Antithete Bow
Antithete Bow18"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Jade Dagger
Jade Dagger14+4+-1
Mason’s Tools [Anti-FACTION</SPAN> <SPAN CLASS="TT KWBU">TERRAIN (+1 Rend)]
Mason’s Tools
Anti-FACTION</SPAN> <SPAN CLASS="TT KWBU">TERRAIN (+1 Rend)
24+3+11
Stone-like Beak [Companion]
Stone-like Beak
Companion
13+3+1D3
BATTLE PROFILE

Unit Size: 10      Points: 100
MODELBASE SIZE
5 x Desecrators, Nephrite Priestess, Obelisk Bearer32mm
5 x Idolarc, Defacers28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Passive Mason’s Tools.
  • 4/10 models can replace their Mason’s Tools with an Antithete Bow and Jade Dagger.
  • 1/10 models is an Idolarc and is armed with a Stone-like Beak instead of any other weapons.
  • The champion is a Nephrite Priestess and cannot replace their weapons.

Passive
STONE-CURSED RESOLVE: These rock-skinned warriors are virtually impossible to move against their will.

Effect: Ignore all modifiers to save rolls for this unit (positive and negative).

Passive
CAST DOWN THE IDOL: The Jade Obelisk turn former tools of construction upon blasphemous effigies, rendering them little more than rubble.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target FACTION TERRAIN.

KEYWORDS
INFANTRY, CHAMPION (1/10)
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
5"
1
5+
1
The majority of the Arcanite cults are mortal folk. They lurk within the societies of Order, working to bring them down from within. Kairic Acolytes hide in plain sight for years, waiting for the command to rise up in open insurrection. On the day of battle, they throw off their civilian guises to reveal imposing physiques. Rather than being honed through honest toil, this power is only borrowed, temporarily conjured through enchantments. The Acolytes find no shame in this. With a mere incantation, they can briefly acquire a physique that a warrior might take decades to achieve – what better way to prove the superiority of magic? Freed to unleash their potential, Kairic Acolytes seize the opportunity by conjuring torrents of pink and blue bolts to bombard their foes. Avian helms hide their features, whilst ornate blades and flame-shaped shields are wielded in close quarters. Some carry scraps of arcane lore or avian Vulcharc familiars, the better to aid the cultists as they perform dark rituals around sites of power, channelling natural magic into Chaotic energy. Yet though every Acolyte may believe themselves favoured, they are ultimately pawns, each to be expended as their masters see fit.
DISCIPLES OF TZEENTCH WARSCROLL
Kairic Acolytes
RANGED WEAPONS
RngAtkHitWndRndDmg
Sorcerous Bolt [Wyrdflame]
Sorcerous Bolt
Wyrdflame
18"14+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Blade
Cursed Blade24+4+-1
Cursed Glaive
Cursed Glaive14+3+12
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with a Cursed Blade and Sorcerous Bolt.
  • 3/10 models can replace their Cursed Blade with a Cursed Glaive.
  • 1/10 models armed with a Cursed Blade can be accompanied by a Vulcharc.
  • 1/10 models armed with a Cursed Blade can carry a Scroll of Dark Arts.
  • The champion cannot be accompanied by a Vulcharc or carry a Scroll of Dark Arts.

Passive
VULCHARC: Especially talented Kairic Acolytes are gifted with magic-eating Vulcharcs that act as familiars.

Effect: While this unit includes any models accompanied by Vulcharcs, subtract 1 from casting rolls for enemy WIZARDS within 12" of this unit.

Your Shooting Phase
GESTALT SORCERY: Through combined worship, a cult of Acolytes can swell their arcane power to new levels of ferocity.

Effect: If this unit includes any models carrying a Scroll of Dark Arts, roll a dice. Add 1 to the roll for each other friendly Kairic Acolytes unit within this unit’s combat range. On a 5+, add 1 to the Rend characteristic of this unit’s Sorcerous Bolts for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE


DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
6"
2
6+
1
Horrors are the bizarre lesser daemons of Tzeentch. They twirl and caper as they cross the field, warbling nonsense rhymes and shooting wyrdflame from unnaturally elongated fingers. These fires of mutation freeze and twist, elongate and temporally displace, turn flesh to glass and turn bone to porous sponge. Horrors find cruel mirth in wielding these arcane projectiles against Tzeentch’s enemies, observing the unpredictable results with fascination. Though they are nonsensical beings, there is a crazed logic to the hierarchy of the Horrors. The largest are the Pink Horrors, the most jovial and arcanely talented of their infernal breed. Should a Pink Horror receive a telling wound, they will gasp dramatically before coming apart in a burst of ectoplasm. In its place are two smaller daemons known as Blue Horrors. These are more bitter and sullen but can unleash barrages of magic regardless. When a Blue Horror is slain, blazing imps known as Brimstone Horrors spring up. These diminutive daemons are the most vindictive breed of Horror. Lacking in higher thought and prone to burning themselves out rapidly, they swarm towards enemies with cackles of malice, intent on setting alight cloth and flesh.
DISCIPLES OF TZEENTCH WARSCROLL
Pink Horrors
RANGED WEAPONS
RngAtkHitWndRndDmg
Arcane Flames [Wyrdflame]
Arcane Flames
Wyrdflame
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Taloned Hands
Taloned Hands14+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 32mm
Can be reinforced: Yes

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

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

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

Petty Vengeance: Pick an enemy unit in combat with this unit to be the target and roll a dice. On a 4+, inflict 1 mortal damage on the target.

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


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
6"
3
4+
1
Tzaangor Enlightened are even more physically imposing than typical Tzaangors. Each is armed with a spear of changemetal, a protean substance that can be fashioned only by those gifted in the sorceries of change, which flickers and morphs to better slip through enemy defences. Yet these tangible boons are secondary to the creatures’ strangest ability: through mere proximity, they can glean echoes of past events, hidden truths and suppressed secrets. Even hardened warriors cannot help but flinch as their most buried insecurities are suddenly laid bare – giving the Enlightened ample opportunity to run them through. The Enlightened often serve as bodyguards and shock troops for Arcanite cult leaders, permitted to seize their choice of magical plunder in exchange for their dubious loyalties. They are valued not only for their physical brawn but also for their propensity for unveiling the secrets of fellow Arcanites. Of course, there is no guarantee that the Enlightened are not themselves lying. For these Tzaangors, the ambitions of fellow Tzeentch worshippers are things to examine and exploit, much like the secrets of their adversaries. To prey upon the weaknesses of others fills them with a malicious glee most pleasing to the Change God.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak24+3+12
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 40mm
Can be reinforced: Yes

Any Charge Phase
BABBLING STREAM OF SECRETS: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

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


DISCIPLES OF TZEENTCH WARSCROLL
Tzaangors
6"
2
5+
1
Tzaangors are a strange species, their origins as varied as they are horrific. Some were once gor-kin, corrupted by the Change God. Others are humans who have been subjected – sometimes willingly, but more often not – to horrific rituals of transmogrification. Yet more are beast-children, abandoned by their birth families but raised by Arcanite cults. Believing themselves to be uniquely blessed by Tzeentch, Tzaangors possess a greater command of speech than other Chaos beastmen, though their voices are reedy and avian. They are drawn to the arcane, seeking to amass it wherever it is found – whether a thaumaturgical relic or a confluence of ley lines, the Tzaangors covet it all the same. Tzaangors carry a variety of ornate blades crafted by their cultist allies, which they wield with surprising skill. They supplement these with vicious natural weapons, such as stabbing beaks that can pierce a human’s skull. Many Tzaangors also possess limited prophetic abilities; though this foreknowledge renders their movements twitchy and unnatural, they take great pride in what they see as a boon of their patron, and they jealously hoard any gleaned secrets.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangors
MELEE WEAPONS
AtkHitWndRndDmg
Savage Blade and Vicious Beak
Savage Blade and Vicious Beak24+3+11
Savage Greatblade
Savage Greatblade24+3+12
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with a Savage Blade and Vicious Beak.

• 2/5 models can replace their Savage Blade and Vicious Beak with a Savage Greatblade.
• The champion cannot replace their weapons.

Passive
SCREECHING RAIDERS: Tzaangor flocks are ferocious when ransacking enemy territory for arcane secrets.

Effect: While this unit is wholly within enemy territory, its weapons have Crit (2 Hits).

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


DISCIPLES OF TZEENTCH WARSCROLL
Ephilim’s Pandaemonium
6"
2
6+
1
Once the servant of a Gaunt Summoner, Ephilim bears the impossible task of cataloguing every conceivable permutation of Tzeentchian daemon. Accompanied by their infernal Pandaemonium, they now search the realms for nexuses of change-magic, where their sorcery can coax even stranger daemons into being. From the pyromaniacal Kindlefinger to the piscine Apo’trax and the avian Flamespooler to the hound-thing known as Spawnmaw, the daemons bound to Ephilim are utterly bizarre in form.
DISCIPLES OF TZEENTCH WARSCROLL
Ephilim’s Pandaemonium
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Wyrdfire [Wyrdflame, Anti-UNIQUE (+1 Rend)]
Warping Wyrdfire
Wyrdflame, Anti-UNIQUE (+1 Rend)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Daemonic Talons
Daemonic Talons24+5+-1
BATTLE PROFILE

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

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

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

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

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

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

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


DISCIPLES OF TZEENTCH WARSCROLL
Eyes of the Nine
5"
2
5+
1
Vortemis has been instrumental in twisting the strands of fate to serve the will of Tzeentch. His Arcanite Cult had spies in the city of Shadespire for centuries, and he has plotted to undermine Nagash for just as long. Agents of the Gaunt Summoners, the Eyes of the Nine seek out artefacts redolent with realm magics that they can corrupt with Tzeentchian energy. With these ensorcelled lodestones, they intend to tether the Silver Towers to reality.
DISCIPLES OF TZEENTCH WARSCROLL
Eyes of the Nine
RANGED WEAPONS
RngAtkHitWndRndDmg
Mighty Sorcerous Bolt [Wyrdflame]
Mighty Sorcerous Bolt
Wyrdflame
18"14+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Sorcerous Bolt
Mighty Sorcerous Bolt24+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Can be reinforced: No
Notes: This unit cannot be reinforced.

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

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

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

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

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

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

War Machine


DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
12"
6
5+
2
In rare instances, a Flamer will prove capable of independent thought. Likely this is in accordance with some whim of Tzeentch’s, though the Change God’s designs elude even his most favoured subjects. These daemons are known as Exalted Flamers. They are the champions of their kind, exuding sorcery from every pore of their sponge-like flesh. Though they possess greater intellect than their lesser kin, Exalted Flamers are still utterly mad, too consumed by pyromania to care for following orders. Other daemons must simply trust that these entities’ fiery urges will serve Tzeentch’s schemes in time. Even so, there are occasions in which an Exalted Flamer must be conveyed to a specific point or have its already destructive capabilities heightened. In these instances, a chariot will be prepared, formed of sorcery and bound daemons. In the wake of a Burning Chariot follows the very fires of change – fires that are stoked by the presence of the Exalted Flamer. While typically content to kill at range, Exalted Flamers also take a giddy glee in directing their carriage into a dive, swooping across enemy formations and leaving behind a wreckage of charred, twisted flesh.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Chariot of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Wyrdflame Blast [Anti-INFANTRY (+1 Rend), Wyrdflame]
Wyrdflame Blast
Anti-INFANTRY (+1 Rend), Wyrdflame
16"43+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maws and Blue Horrors’ Jabs
Flaming Maws and Blue Horrors’ Jabs64+3+-1
Screamers’ Lamprey Bites [Anti-MONSTER (+1 Rend), Companion]
Screamers’ Lamprey Bites
Anti-MONSTER (+1 Rend), Companion
64+3+11
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No

Your Movement Phase
WAKE OF FIRE: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice. On a 3+, the target has the BURNING keyword.

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

Endless Spell


DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil of Tzeentch
-
6
5+
7+
Burning Sigils are loci of transmogrification. Formed from the energies of Tzeentch’s labyrinth, they take the form of the god’s flowing flame-sigil, dripping with burning ectoplasm and subjecting all in their vicinity to uncontrollable mutation. In the presence of a Burning Sigil, eyes turn into claws and tongues split into manifold lashing probosces. Legs transform into gangly, boneless arms and bodies turn inside-out, organs pulsating ghoulishly in the wind. So potent is the aura of change that these Sigils exude that magic itself goes awry in their proximity, devolving into a primordial sludge for the Disciples of Tzeentch to better craft with. Within the hidden sanctums of the Arcanite cults, lesser Burning Sigils are used as a form of defence. Only those with Tzeentch’s fickle favour can endure their mutating presence; outsiders are liable to be reduced to gibbering lumps of flesh before they can speak of what they have discovered. In battle, Burning Sigils are often conjured atop nexuses of geomantic power, inundating these natural magical nodes with Tzeentch’s touch. Those who would claim the nearby lands must brave the Sigil’s presence and attempt to banish it – before their own flesh betrays them and comes undone.
DISCIPLES OF TZEENTCH WARSCROLL
Burning Sigil of Tzeentch
Any Hero Phase
RADIANT TRANSMOGRIFICATION: The Burning Sigil channels the energies of the Impossible Fortress; with each pulse comes a handful of blessings and curses as fickle as the bastion’s master.

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

Effect: Roll 2 dice, pick either result, then apply the corresponding effect for the rest of the turn:

1: No effect.
2‐3: Add 2" to the Move characteristic of friendly DISCIPLES OF TZEENTCH targets and subtract 2" from the Move characteristic of enemy targets.
4: Add 1 to hit rolls for friendly DISCIPLES OF TZEENTCH targets and subtract 1 from hit rolls for enemy targets.
5: Add 1 to wound rolls for friendly DISCIPLES OF TZEENTCH targets and subtract 1 from wound rolls for enemy targets.
6: Add 1 to the Attacks characteristic of melee weapons used by friendly DISCIPLES OF TZEENTCH targets and inflict D3 mortal damage on each enemy target.

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


DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
9"
8
6+
7+
Though it appears as a snapping, screeching terror, a Daemonic Simulacrum is not a true daemon. Rather, these endless spells are reflections of the Lords of Change, captured in the mirrored walls of Tzeentch’s Impossible Fortress and beckoned into the realms through eldritch spellcraft. They manifest as a shimmering wheel of fire that distends into the avian heads of the greater daemon, its beaks dripping with the liquid stuff of Chaos and change. Within each Daemonic Simulacrum lingers the hunger of its infernal counterpart – a hunger for souls, minds and, above all, the power of the arcane. As these spell-constructs cross the battlefield, their jaws snap at any prey in range, tearing out portions of their essence and channelling it back into Tzeentch’s domain. The scent of a wizard’s soul is most pleasing of all, driving the Simulacrum to new extremes of snapping ferocity. Arcanite sorcerers will offer much of their souls for the ability to invoke a Daemonic Simulacrum. Few realise that the greater daemons peer through the eyes of a Simulacrum, observing events in the Mortal Realms from a calculated distance and delighting in how their puppets dance.
DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Jaws [Anti-WIZARD (+1 Rend)]
Snapping Jaws
Anti-WIZARD (+1 Rend)
44+3+1D3
Passive
MANIFESTED JAWS: The Simulacrum feeds upon the minds of any beings in its path and is especially drawn to sources of the arcane.

Effect: While this MANIFESTATION’s attacks target a WIZARD, add a number equal to that WIZARD’s power level to the Damage characteristic of this unit’s Snapping Jaws.

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


DISCIPLES OF TZEENTCH WARSCROLL
Tome of Eyes
-
5
4+
7+
In a plume of unholy flame, the Tome of Eyes is conjured from the depths of Tzeentch’s libraries. Fire crackles along its parchment but never obscures the fell symbols therein. Eyes sprout across the pages, beholding the caster as intently as the wizard studies the Tome in turn. Even briefly consulting the Tome unlocks new paradigms of arcane practice, with spells once far beyond the caster’s ability becoming simple. New runes of insight appear even as the reader’s eyes reach them. None can say who composes these scribblings – perhaps one of the daemon scribes of Tzeentch’s court or even a fragmented aspect of the god himself. Yet no gift of Chaos is given freely. The runes within the Tome of Eyes are elements of a terrible hex, one that takes full form as a reader plunges recklessly through its pages. The end result of the Parchment Curse is always the same: the victim transforms into scattered sheaves of paper, each detailing a twisted version of their life story. A talented mage may be able to transfer the accumulating energies of the curse from their mind into an unwilling target. Yet eventually the hunger for knowledge resurfaces, and the Tome awaits…
DISCIPLES OF TZEENTCH WARSCROLL
Tome of Eyes
Reaction: You declared a SPELL ability for a Wizard within this Manifestation’s combat range
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.

Effect: You can add 1 or 2 to the casting roll for that spell. Roll a number of dice equal to the amount added. For each 1-2, allocate 1 damage point to the caster. If the caster is destroyed by this ability, the spell has no effect.

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

Regiment of Renown


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

BATTLE PROFILE

Points: 440

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

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

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

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

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

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

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

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

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

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

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

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

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

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

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

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

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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

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

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


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

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

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

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

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

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

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Once Per Battle Round, Start of Your Turn
TACTICAL GAMBIT: You order your troops to seize an opportunity that has arisen amidst the flow of battle.

You cannot use this ability if you went second in the previous battle round and chose to go first in the current battle round.

Effect: Pick 1 battle tactic that you have not yet attempted. You can attempt to complete that battle tactic this turn.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

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

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

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

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

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

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

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

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

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

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Your Hero Phase
7
TRANSFORMED TO SPAWN: Tzeentch is known as the Changer of the Ways; to be in the presence of his minions risks being mutated into a Chaos Spawn.

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

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

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

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

Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

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

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

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

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

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

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

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

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

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

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

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

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

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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.

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

Endless Spell

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

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

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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