Tzeentch Wizard Battle Guide
Tzeentch Wizard Battle Guide
OGROID THAUMATURGE SPELL TZAANGOR SHAMAN SPELL KAIRIC ACOLYTES SPELL EPHILIM THE UNKNOWABLE SPELL
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
• 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.
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