The Daemons of Tzeentch are inherently magical creatures, even more so than the other daemons of chaos; they appear ephemeral, transparent or as if made of light. Their very presence can alter the rules of reality, and they can leave trails of multi-coloured fire and mist behind them as they move.
How This Supplement WorksThis page details background and rules that describe the forces used by the Daemons of Tzeentch. Used in conjunction with Codex: Chaos Daemons, it enables you to forge your collection of Tzeentch Daemon miniatures into an army ready to enact the great plan of the Changer of the Ways in your games of Warhammer 40,000.
Books
FAQWar Zone Fenris: Wrath of Magnus
War Zone Fenris: Curse of the Wulfen
Daemons of Tzeentch DetachmentsDetachments in your army that are comprised entirely of models with the Daemon of Tzeentch special rule can be Daemons of Tzeentch Detachments. Any Daemons of Tzeentch Detachments can include Chaos Daemons units from this book as well as those featured in War Zone Fenris: Curse of the Wulfen and those presented in Codex: Chaos Daemons.Later in this section you will find rules for a Pandemoniad of Tzeentch, a large and powerful Detachment comprised of deadly Formations that represent Tzeentch’s daemonic legions on the battlefield, providing an example of how you can field an entire army of the Great Conspirator’s immortal servants. Warp Storm of TzeentchIf your Warlord has the Daemon of Tzeentch special rule, and your Primary Detachment is chosen either from Codex: Chaos Daemons, War Zone Fenris: Curse of the Wulfen or this book, you can choose to use the Tzeentchian Warp Storm table for the duration of the battle instead of the Warp Storm table found in Codex: Chaos Daemons.Special RulesTzeentchian Warp StormIf your choice of Warlord and Primary Detachment makes your army eligible to use the Tzeentchian Warp Storm table, roll 2D6 at the start of each of your Shooting phases and resolve the corresponding effect immediately.
Tactical Objectives
Below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Daemons of Tzeentch players, and help to reflect their unfathomable goals and the endless cycle of change. If your Warlord is from a Daemons of Tzeentch Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the Tactical Objectives on this page.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Daemons of Tzeentch player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Daemons of Tzeentch Tactical Objective instead, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally. EMPOWERED BY THE WARP Magnify the Great Conspirator’s influence on the physical plane by harnessing the energies of the Warp to bolster your minions. 11 Score 1 Victory Point at the end of your turn if you successfully manifested a blessing during your turn. Type: DAEMONS OF TZEENTCH SHIFTING AGENDA Oftentimes, the lords of flux will change their tactics and goals purely for the challenge of doing so. 12 Roll a D6 when this Tactical Objective is generated (and again at the start of each of your turns). Score 1 Victory Point at the end of your turn if you control the Objective Marker whose number corresponds to the D6 result you rolled earlier in the turn. Type: DAEMONS OF TZEENTCH WARP LOCUS A tornado of invisible energy rages around a Daemon of surpassing power – ensure his survival for the glory of Tzeentch. 13 Nominate one of your character models with the Daemon of Tzeentch special rule when this Tactical Objective is generated. If this model is still alive at the end of your following turn, score 1 Victory Point. Type: DAEMONS OF TZEENTCH WARP BREACH Open a portal to the unquiet tides of the Warp, and the barrier between realspace and the aether will be rent asunder. 14 Score D3 Victory Points at the end of your turn if you successfully manifested a conjuration, or at least 3 Daemons of Tzeentch units arrived on the battlefield from Deep Strike Reserves during your turn. Type: DAEMONS OF TZEENTCH CYCLE OF CHANGE To further the riotous sequence of destruction, change and renewal is to entertain the gods themselves. 15 Score D3 Victory Points at the end of your turn if your opponent controlled more Objective Markers than you at the start of your turn, but you ended your turn in control of more Objective Markers than your opponent. Type: DAEMONS OF TZEENTCH UNLEASH THE WARP A profusion of psychic pyrotechnics is as pleasing a sight as any Tzeentch Daemon could hope to witness. Let the fireworks begin! 16 Score 1 Victory Point at the end of your turn if you manifested 1 or 2 psychic powers during your turn. Score D3 Victory Points instead if you manifested between 3 and 8 psychic powers, or D3+3 Victory Points if you manifested 9 or more psychic powers during your turn. Type: DAEMONS OF TZEENTCH Warlord TraitsTzeentch Warlord Traits
If your Warlord has the Daemon of Tzeentch special rule, it can roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Daemons.
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| D6 | Warlord Traits | |
| 1 | Born of Sorcery
| |
| 2 | Incorporeal Form
| |
| 3 | Warp Tether
| |
| 4 | Lorekeeper of Tzeentch
| |
| 5 | Tyrant of the Warp
| |
| 6 | Daemonspark
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Detachments
Pandemoniad of Tzeentch
The Pandemoniad of Tzeentch allows you to represent the typical structure of an army of Tzeentch Daemons on the battlefield. Whether you wish to unleash your daemonic hordes to drown worlds beneath a sea of mutagenic flames, or field a smaller host tasked with a more mercurial purpose, the choices below offer a great way to pick your army.
The Pandemoniad of Tzeentch is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Pandemoniad of Tzeentch are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Pandemoniad of Tzeentch, that entire Pandemoniad of Tzeentch is your Primary Detachment.

0-3

1+

1+
![]() | ![]() |
![]() • 1 The Changeling or Herald of Tzeentch • 9 units chosen in any combination from the following list: - Pink Horrors of Tzeentch - Flamers of Tzeentch - Exalted Flamer of Tzeentch | ![]() |
![]() ![]() ![]() • 3-9 Heralds of Tzeentch | ![]() ![]() • 1 The Blue Scribes or Herald of Tzeentch • 9 units chosen in any combination from the following list: - Screamers of Tzeentch - Burning Chariot of Tzeentch |
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to three Command choices and any number of additional Core or Auxiliary choices, in any combination. Every model in this Detachment must have the Daemon of Tzeentch special rule, and only the datasheets listed here can be included in this Detachment.
COMMAND BENEFITS
Ephemeral Form: Models from this Detachment add 1 to their invulnerable saves (to a maximum invulnerable save of 3+) instead of re-rolling save rolls of 1.
Daemonic Heralds are as much physical manifestations of their dark patron’s will as they are beings in their own right. Heralds of Tzeentch often embody one aspect of their master’s multifaceted personality, and can empower their lesser daemonic brethren with a measure of this unnatural power by virtue of their presence alone.
Heralds of Tzeentch can act as focus points for the Changer of the Ways by purchasing locus upgrades. The three tiers of locus, rising from weakest to strongest, are: lesser, greater and exalted. If a unit contains two or more loci, only the strongest takes effect – the rules for the others are ignored whilst there is a stronger locus in the unit. If the model with the strongest locus is slain, the next strongest locus in the unit immediately comes into effect. If there are two loci of the same tier, you choose which applies. Any Herald of Tzeentch may take one of the following loci at the points cost indicated.| To puncture the skin of the creatures around this Daemon is to be struck by a gout of mutagenic liquid that sizzles and sparks as it turns everything it touches to formless confusion. |
| To wound this creature is merely to trigger a new mutation. Open gashes sprout teeth and chuckle in glee as new mouths, while bullet holes turn inside out into grasping, strangling tentacles. |
| The physicality of this Daemon is in constant flux – one moment it is as long-limbed and gangling as a spider, the next it is so muscular and heavy it could snap an Ogryn in two with its bare hands. |
| This Daemon surrounds itself in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds and confuses those who would do him harm. |
| This Daemon conjures warpflame from the depths of the Crystal Labyrinth, each crackling bolt blindingly intense in its power. |
| In Tzeentch’s province, even the laws that govern the shifting forms of Daemons are mutable – around this Herald, those rent in two duplicate once more until four lesser horrors stand in their place. |
Soul Bane1 |
15 pts |
The Everstave2 |
20 pts |
Paradox2 |
25 pts |
The Impossible Robe3 |
25 pts |
The Endless Grimoire4 |
35 pts |
The Oracular Dais4 |
35 pts |
2 Lord of Change or Herald of Tzeentch only.
3 Lord of Change, Daemon Prince of Tzeentch or Herald of Tzeentch only.
4 Herald of Tzeentch only.
| To gaze upon this staff is to be overcome by conflicting visions. The eyes may see an elegant stave of impeccable craftsmanship, its haft glowing with runes of power. In the mind’s eye, it appears as a baleful ebon rod, wreathed with dark flame and steeped in magic. The staffs wielder can draw upon its contradictory nature to reverse the unstable tides of the Warp’s energies into a more reliable stream, tricking the untamed power of Chaos into helping him unleash his fell sorceries. |
| Range | S | AP | Type |
| - | User | 4 | Melee, Concussive, Warp Contradiction |
| This incorporeal blade inflicts no harm upon its victim s physical body, instead carving its way through the stuff of his very soul. So ephemeral and unreal is this strange weapon that it is impossible to cross blades with Soul Bane, for its ghostly edge will pass straight through any guard - in evasion lies the only chance of survival. Those struck by Soul Bane collapse in agony, writhing and screaming as their lacerated souls slowly bleed away into the aether from out of their unmarked flesh and undamaged armour. |
| Range | S | AP | Type |
| - | User | * | Melee, Incorporeal, Fleshbane |
| With in the pages of this magical tome lie the secrets of every cantrip, incantation and spell ever conceived by Tzeentch. Though the bearer of th is grimoire has access to the infinite knowledge bound with in, only the Changer of the Ways himself could hope to master the full scope of its power. |
| This staff blazes with vibrant warpflame. As soon as its master takes up this staff, he too is wreathed in the same daemonic fire, though no harm befalls him. From within this magenta inferno, the Everstave’s daemonic bearer can hurl searing gouts of Tzeentch’s Pink Fire, turning armour to ash and immolating or irrevocably mutating the flesh beneath with coruscating empyric flames. |
| Range | S | AP | Type |
| - | User | 4 | Melee, Soul Blaze, Warpflame |
| Template | 5 | 3 | Heavy 1, Soul Blaze, Warpflame |
| The wearer of this robe exists between several realities at once. Thus can a daemonic commander potentially control Tzeentch’s interests in multiple times and places at once to further several aspects of the Great Plan. This effect makes it hard for foes to truly harm the wearer, who flickers in and out of reality in an unpredictable fashion. However, the robe is capricious, and has been known to rip its wearer out of reality altogether should he lose control of its powers. |
| Though Discs of Tzeentch display an infinite variety of form and colour; they are all bound to the same purpose - bearing their master upon the tides of sorcery according to his whim. In addition to their role as steeds, some of these weird Daemons are imbued with further powers, gifts such as those of the Oracular Dais. As soon as its master sets foot upon the Dais, his mind is all but overwhelmed by a tide of clairvoyant information. With focus, the Daemon can channel the Oracular Dais’ prescient outpouring into valuable, knowledge that can direct the outcome of a battle. |
Altar of War: Daemons of Tzeentch
| D6 | Missions |
| 1-2 | The Ritual |
| 3-4 | The Schemes of Tzeentch |
| 5-6 | Psychic Equinox |
If either you or your opponent wish to use an Altar of War mission, roll-off at the start of The Mission step of Preparing for Battle in Warhammer 40,000: The Rules.
The winner of the roll-off can either choose to roll on the Eternal War or Maelstrom of War mission tables, or agree with their opponent to select an Altar of War mission from this page that they wish to fight. Picking missions is a great way to try out a particular mission you haven’t fought before or to hone your skills at missions you have fought previously.

The Ritual

Choose armies as described in Warhammer 40,000: The Rules.
The Daemons of Tzeentch player’s Warlord must have the Chaos Daemons Faction and the Daemon of Tzeentch special rule.
THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.
Objective Markers
After terrain has been set up, the Daemons of Tzeentch player places 6 Objective Markers on the battlefield (each representing a conflux of psychic ley lines essential to Tzeentch’s plans), in the locations shown on the deployment map. Though they should be placed as close as possible to the locations indicated on the map, a degree of common sense will be needed to take into account intervening terrain or any other obstacles. In any case, each Objective Marker should be more than 6" from any battlefield edge and more than 12" from any other Objective Marker.
DEPLOYMENT
Players must deploy using the Standard Deployment Method.
FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.
GAME LENGTH
The mission uses Variable Game Length. However, if the Daemons of Tzeentch player successfully completes the ritual (see Mission Special Rules), the game ends immediately.
VICTORY CONDITIONS
If the Daemons of Tzeentch player successfully completes the ritual (see Mission Special Rules), they are the winner. If the game ends before this happens, their opponent wins instead.
Night Fighting, Reserves.

The Schemes of Tzeentch

Choose armies as described in Warhammer 40,000: The Rules.
The Daemons of Tzeentch player’s Warlord must have the Chaos Daemons Faction and the Daemon of Tzeentch special rule.
THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.
Objective Markers
After terrain has been set up, but before determining table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers as described in Warhammer 40,000: The Rules.
DEPLOYMENT
Players deploy using the Standard Deployment Method using the deployment map included in this mission.
FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.
Tactical Objectives
The Daemons of Tzeentch player does not generate Tactical Objectives at the start of their first turn (see Mission Special Rules). Their opponent generates 3 Tactical Objectives at the start of their first turn.
GAME LENGTH
The mission uses Variable Game Length.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have scored the same number of Victory Points, the game is a draw.
Primary Objective
Achieve as many Tactical Objectives as possible. If, at the start of their turn, the enemy player has fewer than 3 Active Tactical Objectives, they must generate new Tactical Objectives until they have 3.
Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.
Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives.
The Daemons of Tzeentch player can only achieve a maximum of 3 Tactical Objectives in this manner each turn; if they have achieved any more than this, they must choose 3 from those that they have achieved to count this turn. This decision must be made before any rolls are made to determine the random Victory Point scores of certain Tactical Objectives (for example, Warp Breach, which offers D3 Victory Points if it is successfully achieved). After scoring Victory Points in this manner, the Daemons of Tzeentch player then discards all their Tactical Objectives.

Psychic Equinox

Choose armies as described in Warhammer 40,000: The Rules.
The Daemons of Tzeentch player’s Warlord must have the Chaos Daemons Faction and the Daemon of Tzeentch special rule.
Designer’s Note: For a truly epic confrontation, and with so many Victory Points on offer, we recommend that each player includes as many Psykers in their army as possible!
THE BATTLEFIELDSet up terrain using the deployment map included in this mission. The centre point of the battlefield represents a Warp Breach (see map).
DEPLOYMENT
The Daemons of Tzeentch player deploys first, setting up all of their models that are not being held in Reserve within 9" of the Warp Breach at the centre of the battlefield. Their opponent deploys second, setting up all their units not held in Reserve anywhere in their deployment zone (see map).
FIRST TURN
The Daemons of Tzeentch player has the first turn.
GAME LENGTH
The mission uses Variable Game Length.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have scored the same number of Victory Points, the game is a draw.
Primary Objectives
Players earn 1 Victory Point each time they successfully manifest a psychic power.
The Daemons of Tzeentch player earns 1 additional Victory Point each time they successfully manifest a conjuration. The enemy player earns 1 Victory Point each time they completely destroy a unit belonging to the Daemons of Tzeentch player.
Secondary Objectives
First Blood, Slay the Warlord.
Night Fighting, Reserves.
If a Psyker belonging to the Daemon of Tzeentch player is removed as a casualty as a result of successfully manifesting the Possession power, their opponent does not earn a Victory Point for a unit being destroyed.





