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Tzeentch Warband v.1.

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Warband Special Rules Warband Special Rules
Cloven Hoofs Pink Fireblast
Warriors with this rule may re-roll failed Jump Warrior counts as being armed with a missile
Down tests. weapon that has the following properties:
Range: 12” Strength: 3
Vicious Beak (AP1) Flaming Attacks
All of this warrior’s close combat attacks are Quick to Fire: No -1 to hit for moving and
Armour Piercing (1) in the first round of close shooting.
combat. (Stacks with other modifiers.) Cannot be Robbed, Swapped, or Discarded.

Heirloom Treacherous
Warrior has this item when hired. It may not be Warriors with this rule may never use the Leader’s
swapped or sold, but may be robbed and discarded Leadership characteristic.
as normal.
Daemon
Brayherd Skills Cause Fear; Cannot Take Drugs; Immune to Poison;
When henchmen are promoted to heroes, only Fight Unarmed; Never Use Weapons or Armour
warriors whose race is Gor may choose Brayherd (not even with training skills, but may use Special
skills as one of their three skill lists. Equipment as normal).

Mark of Tzeentch Rending Claws


Warrior may re-roll his first natural 1 ‘to hit’ in each Warriors with this rule may re-roll one failed roll ‘to
close combat phase (including opponent’s). hit’ in each close combat phase (i.e. also
opponent’s) while they are fighting unarmed. (Re-
Attain Mark of Tzeentch (10gc) rolled dice cannot cause critical hits.)
Each warrior with this rule may acquire the mark of
their patron god for 10gc per warrior. (These marks Deceiver (12”)
are the Mark of Khorne, Nurgle, Tzeentch or At the start of each of your turns (not opponent's),
Slaanesh as found under Special Skills.) Each this warrior may swap places with another Wizard
warrior has the opportunity to attain his mark in the warband within 12” of him. Requires line of
when first hired, as well as between each battle. sight.
 Neither warrior may be fleeing or engaged
Sacred Nine
in close combat for this to occur.
Whenever this warrior rolls a natural 9 for any of
 Only one such exchange can be made per
his spellcasting rolls, +2 is added to the spellcasting
turn.
roll and this warrior may immediately attempt to
cast a spell again. Only Power Dice are counted  These exchanges cannot involve warriors
(modifiers to the spellcasting roll and from Power that are out of action or have not been
Scrolls etc. are not). This ability can trigger multiple deployed yet.
times during the same turn (i.e. whenever the  Any scenario objectives that either warrior
warrior rolls 9). is carrying will not change places: They will
remain in the same position and now be
Favoured of Tzeentch carried by the warrior who was moved to
Warriors with this rule start with 1 free Tzeentch that position. (Items generated by events
skill when hired, chosen by you. (Choose separately on the Random Happenings chart also
for each warrior.) count as objectives in this regard.)
Warband Special Equipment Warband Special Equipment
Staff of Tzeentch 15gc Sword of Change 15gc
Close Combat Weapon: Club: Is affected by Close Combat Weapon: Sword: Is affected by
anything that would affect a Club, and can be anything that affects Swords, but is separate
used by anyone who can use normal Clubs. weapon proficiency from normal Swords.
Concussive (1) Initiative Bonus: +1 in all rounds of combat
Foretell Magic: Once per battle, wielder may re- Flaming: All attacks with this weapon count as
roll all Power Dice involved in one of his own flaming.
spellcasting roll, provided it was not a miscast. Sunder (1)
 Wielder can use this ability only once per
battle, no matter how many Soothsayer Chaos Rune Axe 10gc
Staffs she is carrying. Close Combat Weapon: Axe: Is affected by
Can only be carried by Wizards. anything that affects Axes and can be used by
anyone who can use normal Axes.
Tzaangor Stone 10gc Sunder (1): Each time an enemy is successfully hit
Special Equipment: Each battle, wielder knows one by an attack from this weapon (even if not
of three spells from the Lore of Heavens in addition wounded), he suffers -1 to his Armour Save for the
to his other spells. Whenever he is deployed, roll a rest of the battle.
D6 to see which one:
 (1-2) Thunderbolt. Chaos Armour 30gc
 (3-4) Chain Lightning. Suit of Heavy Armour: Is affected by anything
 (5-6) Portent of Far. that affects Heavy Armour but is a separate
Can only be carried by Wizards whose race is Gor. armour proficiency from normal Heavy Armour.
Armour Save: 4+
Initiative Penalty: Wearer has -1 I throughout
the battle. Even if the warrior’s armour save has
been completely Sundered, the Initiative penalty
still applies.
Arcane: Does not prevent Wizards from casting
spells.
Tzeentch Skill Table
Combat Shooting Academic Strength Speed Tzeentch Brayherd
Chosen V V V V V
Exhalted Warrior V V V V
Sorcerer (+10gc) V V V
Tzaangor Shaman (+10gc) V (+10gc) V V V
Cultist V (+10gc) (+10gc) V V (+5gc)

Tzeentch Equipment Lists

Exhalted Warriors and Marauder Warriors Champion of Tzeentch,


Tzeentch Warriors Chaos Sorcerer and
Close Combat
Hand Weapon
Tzaangor Shaman
Close Combat
Hand Weapon Great Weapon
Close Combat
Great Weapon Spear
Hand Weapon
Halberd Morning Star
Great Weapon
Morning Star Flail
Sword of Change
Sword of Change
Shooting
Shooting
Shooting Bow
Sling
Throwing Axes Throwing Axes
Javelins Javelins
Armour
Chaos Armour
Armour Armour
Light Armour Light Armour
Heavy Armour Shield
Chaos Armour
Shield

Tzeentch Cultists Tzaangor Warriors


Close Combat Close Combat
Hand Weapon Hand Weapon
Great Weapon Great Weapon
Spear Halberd
Sword of Change
Shooting
Sling Shooting
Bow
Bow
Javelins
Armour
Light Armour
Shield Armour
Light Armour
Shield
HEROES HENCHMEN
0-1 Chosen of Tzeentch Marauder Warriors
45gc to hire 25gc to hire
Starting Experience: 18 Starting Experience: 6
Race: Human Race: Human
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 3 3 3 3 3 4 1 8 4 3 3 3 3 3 3 1 7
SPECIAL RULES SPECIAL RULES
Leader (6”), Sacred Nine, Deceiver (12”), Attain Attain Mark of Tzeentch (10gc)
Mark of Tzeentch (10gc), Wizard (Tzeentch): Starts
with 1 spell. 0-2 Pink Horrors
35gc to hire
0-2 Exhalted Warriors of Tzeentch Starting Experience: 12
30gc to hire Race: Daemon
Starting Experience: 12 M WS BS S T W I A Ld
Race: Human 5 3 3 3 2 3 4 1 6
M WS BS S T W I A Ld SPECIAL RULES
4 4 3 3 3 3 4 1 7 Daemons, Rending Claws, Treacherous,
SPECIAL RULES Unstable, Pink Fireblast (12”, S3)
Favoured of Tzeentch
0-3 Tzaangor Warriors
0-1 Chaos Sorcerer 35gc to hire
30gc to hire Starting Experience: 14
Starting Experience: 6 Race: Gor
Race: Human M WS BS S T W I A Ld
M WS BS S T W I A Ld 5 3 3 3 3 3 4 1 7
4 2 2 3 3 3 3 1 7 SPECIAL RULES
SPECIAL RULES Cloven Hoofs, Vicious Beak (AP1)
Attain Mark of Tzeentch (10gc), Wizard (Tzeentch
or Chaos Rituals): Starts with 1 spell. 0-3 Tzeentch Warriors
45gc to hire
0-1 Tzaangor Shaman Starting Experience: 14
40gc to hire Race: Human
Starting Experience: 14 M WS BS S T W I A Ld
Race: Gor 4 4 3 3 3 3 4 1 8
M WS BS S T W I A Ld SPECIAL RULES
5 2 2 3 3 3 4 1 7 Attain Mark of Tzeentch (10gc), Heirloom: Chaos
SPECIAL RULES Armour
Cloven Hoofs, Vicious Beak (AP1), Sacred Nine,
Wizard (Heavens or Tzeentch): Starts with 1 spell. 0-3 Chaos Hounds
35gc to hire
0-3 Tzeentch Chosen M WS BS S T W I A Ld
15gc to hire 6 4 - 4 3 3 4 1 5
Starting Experience: 0 SPECIAL RULES
Race: Human Mark of Tzeentch
M WS BS S T W I A Ld Animals (Cannot Climb; Cannot Hide; Flee 3D6”;
4 2 2 3 3 3 3 1 6 Cannot use the Leader’s Ld; Cannot Capture
SPECIAL RULES Objectives; Fight Unarmed; No Promotion.)
Attain Mark of Tzeentch (10gc)

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