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Tzeentch Wizard Battle Guide

This document provides rules information for the Disciples of Tzeentch faction in Age of Sigmar, including: 1) Battle traits that modify hit rolls against friendly Tzeentch Daemon units or allow transforming slain models into chaos spawn. 2) Command traits for Arcanite and Daemon heroes that provide additional spells known, modify casting rolls, or allow manipulating destiny dice. 3) Artifacts of power that modify hit/save rolls, allow summoning chaos spawn or gaining additional fate points on certain rolls.

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Danel Txeresa
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0% found this document useful (0 votes)
163 views10 pages

Tzeentch Wizard Battle Guide

This document provides rules information for the Disciples of Tzeentch faction in Age of Sigmar, including: 1) Battle traits that modify hit rolls against friendly Tzeentch Daemon units or allow transforming slain models into chaos spawn. 2) Command traits for Arcanite and Daemon heroes that provide additional spells known, modify casting rolls, or allow manipulating destiny dice. 3) Artifacts of power that modify hit/save rolls, allow summoning chaos spawn or gaining additional fate points on certain rolls.

Uploaded by

Danel Txeresa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH ARCANITE HERO

BATTLE TRAITS BATTLE TRAITS BATTLE TRAITS COMMAND TRAITS

ARCANE ARMIES LOCUS OF TRANSFORMED ARCH-SORCERER


In the first battle round, after the CHANGE TO SPAWN WIZARDS only. This general
players have received their starting knows 2 extra spells from the
command points, but before the start Subtract 1 from hit rolls for attacks If a model is transformed into a Lore of Fate (pg 70).
of the first turn, you can pick 1 friendly made with melee weapons that target Spawn, you can add 1 TZEENTCH
DISCIPLES OF TZEENTCH WIZARD friendly DISCIPLES OF TZEENTCH CHAOS SPAWN unit that has 1 model
on the battlefield. That WIZARD can DAEMON units that are wholly to your army. Set up the TZEENTCH
automatically cast a spell that they within 12" of a friendly DISCIPLES OF CHAOS SPAWN unit within 1" of the
know that summons a Burning TZEENTCH DAEMON HERO. model that has been transformed,
Sigil of Tzeentch, Tome of Eyes or and then remove the transformed
Daemonic Simulacrum endless spell model from play.
(do not make a casting roll). That spell
cannot be unbound, and cannot be
dispelled in the first battle round. Set
up the endless spell as described in the
effect for that spell.

ARCANITE HERO ARCANITE HERO ARCANITE HERO ARCANITE HERO


COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS

NEXUS OF FATE CULT ARCANE SOUL BURN


At the start of your hero phase, DEMAGOGUE SACRIFICE If the unmodified hit roll for an
if this general is on the battlefield, attack made with a melee weapon
WIZARDS only. If a casting roll for WIZARDS only. At the start of
you can roll a dice. If you do so, you by this general is 6, that attack
this general is a double, the casting your hero phase, you can cause
can replace one of your Destiny Dice causes 1 mortal wound to the target
attempt is successful and the spell 1 mortal wound to a friendly
with that roll. in addition to any damage it inflicts.
cannot be unbound (regardless of TZEENTCH unit within 3" of this
the roll). In addition, you receive general. If you do so, until the end of
2 Fate Points instead of 1. that phase, add 9" to the range of all
spells successfully cast by this general.
ARCANITE HERO DAEMON HERO DAEMON HERO DAEMON HERO
COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS

ILLUSIONIST ARCH-SORCERER DAEMONSPARK NEXUS OF FATE


Subtract 1 from hit rolls WIZARDS only. This general Once per battle, in your hero phase, At the start of your hero phase,
for attacks that target this general. knows 2 extra spells from the you can say that this general will use if this general is on the battlefield,
Lore of Fate (pg 70). their Daemonspark. If you do so, you you can roll a dice. If you do so, you
immediately gain 3 Fate Points. can replace one of your Destiny Dice
with that roll.

DAEMON HERO ARCANITE HERO ARCANITE HERO ARCANITE HERO


COMMAND TRAITS ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

INCORPOREAL CHANGEBLADE TIMESLIP DAEMONHEART


FORM Pick 1 of the bearer's melee PENDANT Once per battle, at the start of
weapons. If an enemy HERO is slain the combat phase, pick 1 enemy
Each time this general is affected Once per battle, in the combat
by attacks made with that weapon, unit within 1" of the bearer. That
by a spell or the ability of an endless phase, after the bearer has fought
you can say it is transformed into a unit suffers a number of mortal
spell, you can roll a dice. On a 5+, for the first time in that phase,
Spawn instead of being slain (pg 65). wounds equal to the number of
ignore the effect of that spell or the you can say that they are using the
the current battle round.
effects of that endless spell's ability Timeslip Pendant. If you do so,
on this general. they do not count as having fought
in that phase but the strike-last
effect applies to them until the
end of that phase.
ARCANITE HERO ARCANITE HERO ARCANITE HERO DAEMON HERO
ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

AMBITION'S SECRET-EATER SPITEFUL WARPFIRE


END Pick 1 of the bearer's weapons. SHIELD BLADE
If the unmodified hit roll for any
Once per battle, at the start of your If the unmodified save roll for an Pick 1 of the bearer's melee
attack made with that weapon is 6
hero phase, you can pick 1 enemy attack made with a melee weapon weapons. If the unmodified hit roll
and you have fewer than 9 Destiny
WIZARD within I" of the bearer. that targets the bearer is 6, the for an attack made with that weapon
Dice, you can roll a dice and add it
That WIZARD suffers a number attacking unit suffers 2 mortal is 6, that attack causes 2 mortal
to your Destiny Dice.
of mortal wounds equal to the wounds after all of its attacks wounds to the target in addition to
number of the current battle round. have been resolved. any damage it inflicts.
In addition, that WIZARD cannot
attempt to unbind spells until your
next hero phase.

DAEMON HERO DAEMON HERO DAEMON HERO DAEMON HERO


ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

BLADE OF FATE PYROFYRE BEACON OF THE ETERNAL


Pick 1 of the bearer's melee STAVE MUTABILITY SHROUD
weapons. Once per battle, if the
Pick 1 of the bearer's melee Add 1 to wound rolls for attacks If the bearer is on the battlefield,
unmodified hit roll for an attack
weapons. If any wounds inflicted made with melee weapons by roll a dice each time you spend a
made with that weapon is 6, you
by that weapon are allocated to friendly DISCIPLES OF TZEENTCH Destiny Dice. On a 5+, you can roll a
can replace one of your Destiny
an enemy WIZARD and that DAEMON units that are wholly dice and add it to your Destiny Dice.
Dice with that roll.
model is not slain, that WIZARD within 9" of the bearer.
cannot unbind spells for the rest
of the battle.
DAEMON HERO
ARTEFACTS OF POWER

NINE-EYED LORE OF FATE LORE OF FATE LORE OF FATE

TOME MORTAL/ARCANITE WIZARDS MORTAL/ARCANITE WIZARDS MORTAL/ARCANITE WIZARDS

You can re-roll casting, dispelling ARCANE SHIELD OF FATE GLIMPSE


and unbinding rolls for the bearer. SUGGESTION Shield of Fate is a spell that has a casting THE FUTURE
value of 6 and a range of 18". If successfully
Arcane Suggestion is a spell that cast, pick 1 friendly TZEENTCH unit wholly Glimpse the Future is a spell
has a casting value of 8 and a range within range and visible to the caster. Until that has a casting value of 7. If
of 18". If successfully cast, pick 1 the start of your next hero phase, that unit successfully cast, if you have fewer
enemy unit within range and visible gains one of the following effects based on than 9 Destiny Dice, you can roll a
to the caster, and pick one of the the number of your remaining Destiny Dice dice and add it to your Destiny Dice.
following effects: at the time that the effect is applied:
It's Hopeless: That unit cannot
1-3 That unit has a ward of 6+.
issue or receive commands until
your next hero phase. 4-6 That unit has a ward of 5+.
Drop Your Weapons: Subtract 1 from
7-9 That unit has a ward of 5+.
hit and wound rolls for attacks made
In addition, each time that unit is
by that unit until your next hero phase
affected by a spell or the abilities of
Kneel: Subtract 1 from save rolls an endless spell, you can roll a dice.
for attacks that target that unit until On a 4+, ignore the effect of that
your next hero phase. spell or the effects of that endless
spell's abilities on that unit.

LORE OF FATE LORE OF FATE LORE OF FATE LORE OF CHANGE


MORTAL/ARCANITE WIZARDS MORTAL/ARCANITE WIZARDS MORTAL/ARCANITE WIZARDS DAEMON WIZARDS

INFUSION TREACHEROUS BOLT OF TREASON OF


ARCANUM BOND TZEENTCH TZEENTCH
Infusion Arcanum is a spell that Treacherous Bond is a spell that has Bolt of Tzeentch is a spell with Treason of Tzeentch is a spell that
has a casting value of 5. If a casting value of 5 and a range of a casting value of 7 and a range has a casting value of 7 and a range
successfully cast, add 1 to hit and 9". If successfully cast, pick 1 of 18". If successfully cast, pick of 18". If successfully cast, pick
wound rolls for attacks made by the friendly TZEENTCH MORTAL unit 1 enemy unit within range and 1 enemy unit that has 2 or more
caster until your next hero phase. wholly within range and visible to visible to the caster. That unit models and is wholly within range
the caster. Until your next hero suffers D6 mortal wounds. This and visible to the caster. Roll a
phase, while that unit is within 9" spell cannot be cast more than number of dice equal to the number
of the caster, before you allocate once per turn, even though it of models in that unit. For each 6,
a wound or mortal wound to the appears in both the Lore of Fate that unit suffers 1 mortal wound. In
caster, or instead of making a and the Lore of Change. addition, subtract 1 from hit rolls for
ward roll for the caster, you can attacks made by that unit until your
roll a dice. On a 3+, that wound next hero phase.
or mortal wound is allocated to
the TzEENTCH MORTAL unit you
picked and cannot be negated.
LORE OF CHANGE LORE OF CHANGE LORE OF CHANGE LORE OF CHANGE
DAEMON WIZARDS DAEMON WIZARDS DAEMON WIZARDS DAEMON WIZARDS

UNCHECKED FOLD TZEENTCH'S BOLT OF


MUTATION REALITY FIRESTORM TZEENTCH
Unchecked Mutation is a spell Fold Reality is a spell that Tzeentch's Firestorm is a spell Bolt of Tzeentch is a spell with
that has a casting value of 6 and has a casting value of 7 and a that has a casting value of 8 and a casting value of 7 and a range
a range of 18". If successfully cast, range of 18". If successfully cast, a range of 12". If successfully cast, of 18". If successfully cast, pick
pick 1 enemy unit within range pick 1 friendly TZEENTCH DAEMON pick 1 enemy unit within range 1 enemy unit within range and
and visible to the caster. That unit unit wholly within range and visible and visible to the caster, and roll visible to the caster. That unit
suffers D3 mortal wounds. If any to the caster, and roll a dice. On a 1, 9 dice. For each 6, that unit suffers suffers D6 mortal wounds. This
models from that unit are slain by that unit is destroyed. On a 2+, you D3 mortal wounds. spell cannot be cast more than
this spell, you can roll a dice. On a can return a number of slain models once per turn, even though it
3+, that unit suffers an additional equal to that roll to that unit. appears in both the Lore of Fate
D3 mortal wounds. and the Lore of Change.

CHANGE COVENS CHANGE COVENS CHANGE COVENS CHANGE COVENS


THE ETERNAL CONFLAGRATION THE HOSTS DUPLICITOUS THE HOSTS ARCANUM THE CULT OF THE TRANSIENT FORM

TWISTERS OF RANKS OF THIEVES OF THE


MATERIALITY MISCHIEVOUS ALL THINGS CHANGE-GIFT
Improve the Rend characteristic of MIRAGES ARCANE Roll a dice each time a friendly CULT
friendly ETERNAL CONFLAGRATION OF THE TRANSIENT FORM KAIRIC
Enemy units within 3" of a friendly HOSTS Once per turn, in the first, third and
units' Warpflame, Billowing ACOLYTE model is slain in the combat
DUPLICITOUS unit with 10 or more fifth battle rounds, when a friendly
Warpflame and Magical Flames phase. On a 2-5, before removing that
models cannot retreat. In addition, once Hosts Arcanum Wizard attempts
missile weapons by 1. model from play, that model can fight.
per battle, when a HOSTS DUPLICITOUS to unbind a spell, you can choose
HORRORS OF TZEENTCH unit from for that spell to be automatically On a 6, before removing that model
your starting army is destroyed, you unbound (do not roll 2D6). from play, you can add 1 Tzaangor model
can roll a dice. On a 4+, add a HOSTS to a friendly TZAANGOR HOST within
DUPLICITOUS HORRORS OF TZEENTCH 911 of the slain model. The new model
unit with 5 models to your army. Set up can only be set up within 3" of an enemy
the new unit wholly within 12" of a friendly unit if the unit to which it was added is
HOSTS DUPLICITOUS HERO and more within 3" of that enemy unit.
than 9" from all enemy units.
CORE BATTALIONS

CHANGE COVENS CHANGE COVENS DISCIPLES OF TZEENTCH


THE PYROFANE CULT THE GUILD OF SUMMONERS

ARROWS OF SCIONS OF OMNISCIENT KAIROS FATEWEAVER SPELL

TZEENTCH THE EXILED ORACLES INFERNAL


Add 1 to hit rolls for attacks made
with Sorcerous Bolts by friendly
If your army has the GUILD OF
SUMMONERS keyword, your Fate Points
GATEWAY
PYROFANE CULT KAIRIC ACOLYTE can only be used to summon LORD OF Infernal Gateway is a spell that
units. In addition, at the end of CHANGE UNITS. Instead of a Fate Point Strategists: Once per battle, has a casting value of 7 and a
your shooting phase, roll a dice for cost of 30, a GUILD OF SUMMONERS when you receive command range of 18". If successfully cast,
each enemy unit that suffered any LORD OF CHANGE costs 9 Fate Points to points at the start of your pick 1 enemy unit within range
wounds caused by attacks made summon the first time, and 18 Fate Points hero phase, you can receive and visible to the caster, and roll
with Sorcerous Bolts by friendly each time thereafter for the rest of the 1 extra command point. 9 dice. That unit suffers 1 mortal
PYROFANE CULT units in that battle. In addition LORD OF CHANGE wound for each roll that is equal
phase. On a 5+, that unit suffers units summoned in this way must be to or greater than the Infernal
D3 mortal wounds. wholly set up within 9" of a GUILD OF Gateway value shown on the
SUMMONERS ARCANITE HERO and caster's damage table.
more than 9" away from all enemy units.

LORD OF CHANGE SPELL FATESKIMMER SPELL FLUXMASTER SPELL CHANGECASTER SPELL

INFERNAL RED FIRE OF BLUE FIRE OF PINK FIRE OF


GATEWAY TZEENTCH TZEENTCH TZEENTCH
Infernal Gateway is a spell that Red Fire of Tzeentch is a spell Blue Fire of Tzeentch is a Pink Fire of Tzeentch is a
has a casting value of 7 and a that has a casting value of 9 and spell that has a casting value spell that has a casting value of 7
range of 18". If successfully cast, a range of 9". If successfully cast, of 8 and a range of 18". If and a range of 18''. If successfully
pick 1 enemy unit within range roll a dice for each enemy unit successfully cast, pick 1 enemy cast, pick 1 enemy unit within
and visible to the caster, and roll within range and visible to the unit within range and visible to the range and visible to the caster.
9 dice. That unit suffers 1 mortal caster. On a 2+, that unit suffers caster, and roll 9 dice. For each 5+, Subtract 1 from save rolls for
wound for each roll that is equal D3 mortal wounds. that enemy suffers 1 mortal wound attacks that target that unit until
to or greater than the Infernal and the caster's army receives 1 your next hero phase.
Gateway value shown on the Fate Point if it is a Disciples of
caster's damage table. Tzeentch army.
VORTEMIS THE
GAUNT SUMMONER SPELL MAGISTER SPELL ALL-SEEING SPELL FATEMASTER SPELL

INFERNAL BOLT OF SORCEROUS LORD


FLAMES CHANGE INSIGHT OF FATE
Infernal Flames is a spell that has Bolt of Change is a spell that has Sorcerous Insight is a spell Add 1 to wound rolls for
a casting value of 7 and a range a casting value of 7 and a range that has a casting value of 5. attacks made by friendly
of 12". If successfully cast, pick of 18". If successfully cast, pick If successfully cast, you receive DISCIPLES OF TZEENTCH units
1 enemy unit within range and 1 enemy unit within range and 1 command point that can only wholly within 9" of this unit.
visible to the caster. Roll I dice visible to the caster. That unit be spent to allow the caster to
for each model in that unit. For suffers D3 mortal wounds. You issue a command.
each 5+, that unit suffers 1 mortal can say that the first enemy model
wound. If that unit is a MONSTER slain by this spell each time it is
or WAR MACHINE, roll 5 dice for cast is transformed into a Spawn
each model instead of 1. instead of being slain (pg 65).

OGROID THAUMATURGE SPELL TZAANGOR SHAMAN SPELL KAIRIC ACOLYTES SPELL EPHILIM THE UNKNOWABLE SPELL

CHOKING BOON OF GESTALT SUDDEN


TENDRILS MUTATION SORCERY WARP-PORTAL
Choking Tendrils is a spell that Changer of the Ways. Boon of Mutation is a Gestalt Sorcery is a spell that has Sudden Warp-portal is a spell
has a casting value of7 and a spell that has a casting value of 7 and a range a casting value of 6 and a range that has a casting value of 8 and
range of 18". If successfully cast, of 18". If successfully cast, pick 1 enemy unit of 9". If successfully cast, pick a range of 18". If successfully
pick 1 enemy unit within range within range and visible to the caster. That unit 1 friendly KAIRIC ACOLYTES cast, pick 1 friendly Disciples of
and visible to the caster. That suffers D3 mortal wounds. unit wholly within range of the TzeenTch unit wholly within range
unit suffers D6 mortal wounds. caster. Until your next hero phase, and visible to the caster, within
For each model that is slain by For each model that is slain by a mortal wound improve the Rend characteristic of 6" of an objective and more than
a mortal wound caused by this caused by this spell, you can add 1 Tzaangor that unit's Sorcerous Bolts by 1. 3" from all enemy units. Remove
spell, you can heal 1 wound model that is not a Tzaango r Champion or that unit from the battlefield and
allocated to the caster. Tzaangor Mutant to afriendly TZAANGOR set it up again anywhere on the
HOST within 12" of the caster. Set up models battlefield more than 9" from
that are added to a unit one at a time within all enemy units and within 6" of
I" of the unit they are being added to. Models an objective. Units set up in this
that are added to a unit can only be set up way cannot move in the following
within 3" of an enemy unit if a model from movement phase.
their unit is already within 3" of that enemy
unit. The models added to a unit can take it
above its maximum size.
GRAND STRATEGIES GRAND STRATEGIES GRAND STRATEGIES BATTLE TACTICS

DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH

DOMINATE PREPONDERANCE REALM OF CALL FOR


ARCANE NEXUS OF FATE MAGIC CHANGE
When the battle ends, you When the battle ends, you complete When the battle ends, you complete You complete this battle tactic if you
complete this grand strategy this grand strategy if you have more this grand strategy if there are two or summon a Lord of Change to the
if there is at least 1 friendly than 27 unspent Fate Points. more endless spells on the battlefield battlefield this turn.
DISCIPLES OF TZEENTCH WIZARD, that are under your control.
HORRORS OF TZEENTCH unit or
KAIRIC ACOLYTE unit wholly within
each large quarter of the battlefield.

BATTLE TACTICS BATTLE TACTICS BATTLE TACTICS BATTLE TACTICS

DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH DISCIPLES OF TZEENTCH

MASS NINEFOLD RECKLESS TIDES OF


CONJURATION DISMANTLEMENT ABANDON ANARCHY
Pick 1 friendly DISCIPLES Pick 1 enemy unit that has 9 or Pick 1 friendly MORTAL DISCIPLES You complete this battle tactic
OF TZEENTCH WIZARD. You more models, or pick 1 enemy OF TZEENTCH unit that is more if you gain control of an objective
complete this battle tactic if that HERO or MONSTER with a Wounds than 18” from all enemy units. You that was controlled by your opponent
WIZARD successfully casts 3 or characteristic of 9 or more. You complete this battle tactic if that unit at the start of your hero phase, and
more spells in that turn and none complete this battle tactic if that unit completes a charge move in this turn. you have 9 of more friendly models
of those spells are unbound. is destroyed by the end of this turn. within 6” of that objective when
you gain control of it.
GRAND STRATEGIES
Tame the Land*: When the battle ends, you friendly GalleTian champiOns are wholly Dominate Arcane Nexus †: When the
complete this grand strategy if you control within enemy territory. battle ends, you complete this grand
all of the objectives on the battlefield that strategy if there is at least 1 friendly
Survivor’s Instinct*: When the battle ends,
are wholly outside your territory. Disciples Of TzeenTch WizarD, hOrrOrs Of
you complete this grand strategy if the model
TzeenTch unit or Kairic acOlyTe unit wholly
Defend What’s Ours*: When the battle ends, picked to be your general is a GalleTian
within each large quarter of the battlefield
you complete this grand strategy if there are champiOn and that model is contesting an
no enemy units wholly within your territory. objective wholly outside your territory. Preponderance of Fate †: When the battle
ends, you complete this grand strategy if
Take What’s Theirs*: When the battle ends, The Day is Ours!*: When the battle ends,
you have more than 27 unspent Fate Points.
you complete this grand strategy if there you complete this grand strategy if there
are more friendly than enemy units wholly are more friendly GalleTian champiOns Realm of Magic †: When the battle ends,
within enemy territory. from your starting army than GalleTian you complete this grand strategy if there
champiOns from your opponent’s starting are two or more endless spells on the
Stake a Claim*: When the battle ends, you
army on the battlefield. battlefield that are under your control.
complete this grand strategy if 3 or more

BATTLE TACTICS
Gaining Momentum*: Pick 1 enemy unit Lead the Assault*: You complete this Mass Conjuration †: Pick 1 friendly Disciples
on the battlefield. You complete this battle battle tactic if at least 2 of the objectives Of TzeenTch WizarD. You complete this
tactic if that unit is destroyed during this you control are in enemy territory and are battle tactic if that WizarD successfully casts
turn and you control more objectives than each contested by any friendly GalleTian 3 or more spells in that turn and none of
your opponent at the end of this turn. champiOn. those spells are unbound.

An Eye for an Eye*: You complete this Ninefold Dismantlement †: Pick 1 enemy
United Offence*: Pick 1 objective controlled by
battle tactic if 1 or more friendly units were unit that has 9 or more models, or pick 1
your opponent. You complete this battle tactic
destroyed in the previous turn and 1 or more enemy herO or mOnsTer with a Wounds
if you control that objective and 2 or more
enemy units are destroyed during this turn. characteristic of 9 or more. You complete
friendly GalleTian champiOn are contesting
this battle tactic if that unit is destroyed by
that objective at the end of this turn.
Desecrate their Lands*: Pick 1 terrain the end of this turn.
feature or faction terrain feature that is Cunning Manoeuvre*: Pick 1 friendly
Reckless Abandon †: Pick 1 friendly
partially or wholly within enemy territory. GalleTian champiOn on the battlefield that
mOrTal Disciples Of TzeenTch unit that
You complete this battle tactic if you control is more than 3” from all enemy units. You
is more than 18” from all enemy units.
that terrain feature at the end of this turn. complete this battle tactic if, at the end
You complete this battle tactic if that unit
of the turn, that GalleTian champiOn is
This One’s Mine!* Pick 1 enemy unit on the completes a charge move in this turn.
more than 3” from all enemy units and is
battlefield. You complete this battle tactic if that
contesting an objective you control that is Tides of Anarchy †: You complete this battle
unit is destroyed during this turn by an attack
wholly outside your territory. tactic if you gain control of an objective that
made by the model picked to be your general.
was controlled by your opponent at the start
Call for Change †: You complete this battle
A Matter of Honour*: Pick 1 enemy of your hero phase, and you have 9 of more
tactic if you summon a Lord of Change to
GalleTian champiOn or Sworn Bodyguard unit friendly models within 6” of that objective
the battlefield this turn.
on the battlefield. You complete this battle when you gain control of it.
tactic if that unit is destroyed during this turn
by an attack made bya friendly GalleTian *GHB22-23.2
champiOn or Sworn Bodyguard unit. †
Disciples Of Tzeentch Battletome

DISCIPLES OF TZEENTCH BATTLE TRAITS


MASTERS OF DESTINY SUMMON DAEMONS OF TZEENTCH
At the end of deployment, roll 9 dice and put them to one side. These are your You can summon Disciples Of TzeenTch DaemOne units to the battlefield if
Destiny Dice. Destiny Dice can be used during the battle to change dice rolls. you have enough Fate Points. Each time a casting roll is successful and the
Instead of making 1 of the rolls from the list below for a friendly Disciples Of spell is not unbound, you receive 1 Fate Point.
TzeenTch unit, you can spend 1 or more of your Destiny Dice. The roll you would Designer’s Note: You receive a Fate Point when a friendly or an enemy
have made is replaced with the roll on the Destiny Dice you spend. If you want to Wizard successfully casts a spell.
replace an xD6 roll (core rules, 1.5.2), you must spend a number of Destiny Dice If you have any Fate Points at the end of your movement phase, you can
equal to the ‘x’. Any rolls that have been replaced count as unmodified rolls and summon 1 unit from the list below to the battlefield and add it to your army.
cannot be re-rolled or modified unless noted below. Destiny Dice can be spent in Each unit you summon costs the number of Fate Points shown on the list,
place of the following dice rolls: and you can only summon it if you have enough Fate Points to do so. Units
• Casting rolls must be set up more than 9” from all enemy units and wholly within 9” of a
• Unbinding rolls friendly Disciples Of TzeenTch herO.
• Dispelling rolls SIZE UNIT FATE POINTS
• Run rolls 1 Lord of Change 30
• Charge rolls 1 Fateskimmer, Herald of Tzeentch on Burning Chariot 24

• Hit rolls 10 Pink Horrors of Tzeentch 20

• Wound rolls 1 Burning Chariot of Tzeentch 18


3 Flamers of Tzeentch 18
• Save rolls (You must still modify the roll by the rend characteristic of the
attacking weapon) 1 Changecaster, Herald of Tzeentch 12

• Any roll that determines the Damage characteristic of a missile or melee 1 Exalted Flamer ofTzeentch 12
weapon 3 Fluxmaster, Herald of Tzeentch on Disc 12

• Battleshock rolls (You must still modify the roll by the number of models slain 10 Blue Horrors of Tzeentch 10
from the unit) 10 Brimstone Horrors of Tzeentch 10
3 Screamers ofTzeentch 10
SPELLS
MYSTIC SHIELD ARCANE BOLT GRINDING TEETH OF GALLET*
Mystic Shield is a spell that has a casting Arcane Bolt is a spell that has a casting value Grinding Teeth of Gallet is a spell that has
value of 5 and a range of 12”. If successfully of 5 and a range of 12”. If successfully cast, at a casting value of 6 and a range of 12”. If
cast, pick 1 friendly unit wholly within range the start of any 1 phase before your next hero successfully cast, pick 1 objective within range
and visible to the caster. Add 1 to save rolls phase, you can pick 1 enemy unit within range and visible to the caster. Then, roll a dice for
for attacks that target that unit until your next and visible to the caster. That unit suffers 1 each unit within 6” of that objective. On a 4+,
hero phase. mortal wound. If that unit is within 3” of the that unit suffers D6 mortal wounds.
caster, it suffers D3 mortal wounds instead of 1.

PRAYERS HEROIC ACTIONS


BLESS Heroic Leadership: Pick 1 friendly herO and roll a dice. Add 2
Bless is a prayer that has an answer value of 4 and a range of 12”. to the roll if your general has been slain. On a 4+, you receive 1
If answered, pick 1 friendly unit wholly within range and visible to the chanter. command point that can only be spent during that turn to allow
Until the start of your next hero phase, that unit has a ward of 6+. that herO to issue a command.
Heroic Willpower: Pick 1 friendly herO that is not a Wizard. If it
SMITE is the enemy hero phase, that herO can attempt to unbind 1 spell
Smite is a prayer that has an answer value of 2 and a range of 48”. If in that phase as if they were a WizarD. If it is your hero phase,
answered, pick 1 enemy Priest within range and visible to the chanter. That that herO can attempt to dispel 1 endless spell in that phase as if
enemy Priest suffers 1 mortal wound. If the chanting roll was 6 or more, that they were a WizarD (you can still only attempt to unbind or dispel
enemy Priest suffers D3 mortal wounds instead of 1 the same spell or endless spell once in the same phase).
Heroic Recovery: Pick 1 friendly herO that is more than 3” from
all enemy units and make a heroic recovery roll by rolling 2D6. If
the roll is less than or equal to that herO’s Bravery characteristic,
COMMAND ABILITES you can heal up to D3 wounds allocated to that herO.

RALLY FRIENDLY & ENEMY HERO PHASE Thier Finest Hour: Pick 1 friendly herO. Add 1 to wound rolls for
You can use this command ability at the start of the hero phase. The unit attacks made by that herO until the end of that turn, and add 1
that receives the command must be more than 3” from all enemy units. to save rolls for attacks that target that herO until the end of that
Roll 1 dice for each slain model from that unit. For each 6, you can return turn. You cannot carry out this heroic action with the same herO
1 slain model to that unit. You can only return models to that unit that more than once in the same battle.
have a combined Wounds characteristic of 10 or less. For example, if the
unit that received the command has a Wounds characteristic of 2, you can Strike at the Opening*: Pick 1 friendly GalleTian champiOn
within 3” of an enemy unit. That herO can fight if it has not
return a maximum of 5 models to that unit. already fought in that phase. However, that herO cannot fight
again in that phase and the strike-last effect applies to that herO
AT THE DOUBLE FRIENDLY MOVEMENT PHASE until the end of the turn.
You can use this command ability after you declare that a friendly unit will run.
Lead by Example*: Pick 1 friendly GalleTian champiOn that has
That unit must receive the command. The run roll is not made for that unit.
a Sworn Bodyguard unit (pg 14) and that has just carried out the
Instead, 6” is added to that unit’s Move characteristic in that phase. The unit is
‘Strike at the Opening’ heroic action. If that Sworn Bodyguard unit
still considered to have run. is wholly within 6” of that GalleTian champiOn and within 3” of
an enemy unit, that Sworn Bodyguard unit can fight if it has not
REDEPLOY ENEMY MOVEMENT PHASE already fought in that phase. However, that unit cannot fight again
You can use this command ability in the enemy movement phase after in that phase and the strike-last effect applies to that unit until the
an enemy unit finishes a normal move, run or retreat. The unit that end of the turn.
receives the command must be within 9” of that enemy unit and more
than 3” from all enemy units. You can make a D6” move with the unit that
receives the command, but it must finish the move more than 3” from all
enemy units and cannot shoot later in the turn. MONSTROUS RAMPAGES
Roar: Pick 1 enemy unit within 3” of this model and roll a dice. On
FORWARD TO VICTORY FRIENDLY CHARGE PHASE a 3+, that unit cannot issue or receive commands in the following
You can use this command ability after you make a charge roll for a combat phase.
friendly unit. That unit must receive the command. You can re-roll the
charge roll for that unit. Stomp: Pick 1 enemy unit within 3” of this model that is not a
mOnsTer and roll a dice. On a 2+, that unit suffers D3 mortal
wounds.
UNLEASH HELL ENEMY CHARGE PHASE
You can use this command ability after an enemy unit finishes a charge Titanic Duel: Pick 1 enemy mOnsTer within 3” of this model.
move. The unit that receives the command must be within 6” of that enemy Add 1 to hit rolls for attacks made by this model that target that
unit and more than 3” from all other enemy units. Models in the unit that enemy Monster until the end of the following combat phase.
receives the command that are within 6” of the target unit can shoot in
that phase, but when they do so, you must subtract 1 from hit rolls for their Smash to Rubble: Pick 1 faction terrain feature or defensible
terrain feature within 3” of this model and roll a dice. On a 3+, the
attacks and they can only target the unit that made the charge move. terrain feature is demolished if it was defensible (see 17.2.3), and
the scenery rules on its warscroll cannot be used for the rest of the
ALL-OUT ATTACK FRIENDLY SHOOTING / COMBAT PHASE battle if it was a faction terrain feature.
You can use this command ability when you pick a friendly unit to shoot in
your shooting phase or fight in the combat phase. That unit must receive
the command. Add 1 to hit rolls for attacks made by that unit until the end
of that phase. MYSTERIOUS TERRAIN
1. Damned: In your hero phase, you can pick 1 friendly unit within
ALL-OUT DEFENCE ENEMY SHOOTING / COMBAT PHASE
1” of any terrain features with this rule. That unit suffers D3 mortal
You can use this command ability when a friendly unit is picked as the wounds but you can add 1 to hit rolls for attacks made by that unit
target of an attack in the shooting or combat phase. That unit must receive until your next hero phase.
the command. Add 1 to save rolls for attacks that target that unit until the
end of that phase. 2. Arcane: Add 1 to casting, dispelling and unbinding rolls for models
while they are within 1” of any terrain features with this rule.
NO RETREAT, NO SURRENDER* FRIENDLY COMBAT PHASE
3. Inspiring: Add 1 to the Bravery characteristic of units while
You can use this command ability at the start of the combat phase.
they are wholly within 1” of any terrain features with this rule.
The unit that receives the command must be a friendly unit that is not a
h erO or mOnsTer , that did not charge in the same turn, and that is within 4. Deadly: Each time a unit is set up or finishes a normal move
3” of an enemy unit. That unit cannot make pile-in moves in that phase, within 1” of any terrain features with this rule, roll a dice. On a 1,
but add 1 to the Attacks characteristic of melee weapons used by that that unit suffers D3 mortal wounds.
unit until the end of that phase (excluding those of its mounts, if it has
any). 5. Mystical: Add 1 to chanting and banishment rolls for models
while they are within 1” of any terrain features with this rule. In
addition, models have a 6+ ward while they are within 1” of any
INSPIRING PRESENCE FRIENDLY & ENEMY BATTLESHOCK PHASE terrain features with this rule.
You can use this command ability at the start of the battleshock phase.
The unit that receives the command does not have to take battleshock 6. Sinister: Subtract 1 from the Bravery characteristic of units while
tests in that phase. they are wholly within 1” of any terrain features with this rule.

*GHB22-23.2

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