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==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== If your army has a {{AOSKeyword|Disciples of Tzeentch}} allegiance and chose to take the {{AOSKeyword|Disciples of Tzeentch}} Allegiance abilities, it has the following rule: '''Arcane Armies:''' In the first battle round after both players have recieved command points but before the first turn starts you can pick Disciple of Tzeentch wizard and have them automatically summon a Burning Sigil of Tzeentch, Tome of Eyes or Daemonic Simularcum endless spell. You don't have to roll and it can't be unbound or dispelled in the first battle round. What we have here is the first instance in the game of a way to guarantee an endless spell coming unto the board and a damn good ability as the army's endless spells are pretty good. '''Legions of Chaos:''' The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|Tzeentch}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}}, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed. '''Master of Destiny:''' After set-up but before rolling for first turn, roll nine dice and bank them as "Destiny Dice" that you can use in place of casting, unbinding, dispelling, run, charge, to hit, wound, save, damage, or battleshock rolls. You must use one Destiny Dice per die, so to completely control a charge, you must use two Destiny Dice. At any moment, your army can't have more than nine dice. Naturally, as you have a very limited pool of Destiny Dice and most ways of regaining them require either expensive Battalions, wasting spells or more convoluted means, you want to make the most of them. So, in other words, do not disregard 1s and 2s, as they can still be useful. * 1s and 2s are most useful for Battleshock tests, where rolling low can mean the difference between the unit hanging on (and, in the case of Daemons, potentially regenerating) and the unit being killed off. Beware that you'll still need to account for casualties when subbing this roll. * 6s are most useful for when you want to activate some ability that triggers on hit rolls of 6, in your army this will mostly affect Skyfires. By setting three of three to hit rolls in this fashion, you have a very decent chance of removing an opposing Hero with a single barrage. And believe you me, shooting the Bloodsecrator out of a Bloodreaver mob might not make you friends, but it sure as hell can win you the game. * 3s and 4s are the really awkward ones and are probably best used for casting rolls. A single Destiny Die 4 can be used with a Lord of Change casting to guarantee a minimum of 8 if you're coming just short of it. '''Locus of Change:''' Units of {{AOSKeyword|Disciples of Tzeentch Daemons}} wholly within 12" of friendly {{AOSKeyword| Disciples of Tzeentch Daemon Heroes}} are -1 to be hit in melee. '''Summon Daemons of Tzeentch:''' As of AoS2 summoning Daemons by Spells and using Reinforcement Points are no longer things but have been replaced with the following. To summon Daemons you must spend '''Fate Points''' which are generated when either player successfully casts a spell without it getting unbound. You must have at least ten Fate Points to be allowed to summon and after that, you can summon as many units you have points for at the end of the movement phase, set up wholly within 12" of a Tzeentch Hero and more than 9" from any enemy units. *30 Fate Points: 1 Lord of Change *24 Fate Points: 1 Fateskimmer, Herald of Tzeentch on Burning Chariot *20 Fate Points: 10 Pink Horrors of Tzeentch *18 Fate Points: 1 Burning Chariot of Tzeentch *18 Fate Points: 3 Flamers of Tzeentch *12 Fate Points: 1 Exalted Flamer of Tzeentch *12 Fate Points: 1 Herald of Tzeentch *12 Fate Points: 1 Herald of Tzeentch on Disc *10 Fate Points: 10 Blue Horrors of Tzeentch *10 Fate Points: 10 Brimstone Horrors of Tzeentch *10 Fate Points: 3 Screamers of Tzeentch :: As Tzeentch most heroes and even battlelines are wizards. even with that you're usually only going to get 9 points per turn unless the opponent is also wizard heavy. '''Transform to Spawn:''' A rule that basically just specifies if a spawn is added to the board as per one of your army abiliites it is a Tzeentch chaos spawn. ===<span style="color:#01bbe3;">Command Traits</span>=== There are actually two tables to pick Command Traits from for you: one for Arcanites, one for Daemons. The first two traits for each are identical though. <tabs> <tab name="Tzeentch Arcanites"> {{AOSKeyword|Arcanite}} heroes only #'''Arch-sorcerer''': Allows your Hero to know two more spells from the Lore of Fate. Take it only if your Magister is your leader as he is the only one able to abuse this (with good rolling of course... or just as planned?). Otherwise, a nice one for a Gaunt Summoner or a Curseling. #'''Nexus of Fate''': Roll a die at the start of your Hero phase, you can (but don't have to) replace one of your Destiny Dice with that roll. #'''Cult Demagogue''': The first casting roll that the wizard makes auto succeed if the roll is a double(Unless it is a miscast). Cannot be unbound and you get 2 fate pts instead of 1. #'''Arcane Sacrifice''': In the Hero phase you can deal 1 Mortal wounds on a nearby friendly unit. If you do so then your hero gets +9 to their spell range for that phase. Great option for expanding the limited range of many damage spells. #'''Soul Burn''': If the unmodified hit roll for a melee weapon made by this general is a 6 it causes one mortal wound in additon to any other damage. #'''Illusionist''': Subtract 1 from hit rolls for attacks that target this general. </tab> <tab name="Tzeentch Daemons"> {{AOSKeyword|Daemon}} heroes only. #'''Arch-sorcerer''': Allows your hero to know two more spells from the Change Lore. On a Lord of Change, this could be pretty fun, but on Heralds it's a waste of space. #'''Nexus of Fate''': If you general is on the field you can roll a die in the hero phase and replace one of your destiny dice with the rolls result. #'''Daemonic Spark''': Once per battle, your General can use this to gain 3 fate points. #'''Incorporeal Form''': its a +5 save vs spells and endless spells to ignore all spells </tab> </tabs> ===<span style="color:#01bbe3;">Artefacts of Power</span>=== <tabs> <tab name="Fated Artefacts"> {{AOSKeyword|ARCANITE HERO}} only #'''Changeblade''': Pick one melee weapon. If you kill an enemy {{AOSKeyword|HERO}} with this weapon, you get a pet Spawn- Oh god N- AGHRBHLAR. Good with a Hero with high mobility so he can run after weak targets, otherwise it's an alright weapon. Unfortunately, the Spawn can't do anything the end of the turn. #'''Timeslip pendant''': Once per battle in the Combat Phase the Hero can pile in and attack a second time, however the strike-last effect will apply for the second time. Thaumaturge can abuse this. #'''Daemonheart''': Once per battle at the beginning of combat you pick a unit within 1" and it suffers a number of mortal wounds equal to the current battle round. #'''Ambition's End''': Once per battle at the beginning of the hero phase you may select one enemy {{AOSKeyword|Wizard}} and that unit suffers a number of mortal wounds equal to the current battle round. In addition, that wizard cannot unbind spells until your next hero phase. #'''Secret-Eater''': Pick one melee weapon. If the unmodified hit roll for any attacks with that weapon are 6 and you have less than 9 destiny dice in your pool, you may roll a dice and add it to your Destiny Dice pool. #'''Spiteful Shield''': If the unmodified save roll against melee attacks that target the bearer is 6, the attacking unit suffers 2 mortal wounds after finishing all its attacks. </tab> <tab name="Daemonic Treasures"> {{AOSKeyword|DAEMON HERO}} only #'''Warpfire Blade''': Pick one melee weapon. Unmodified 6s to wound deal two Mortal wounds in addition to its normal damage. Pretty standard upgrade but why are your Daemon Heroes in close combat? #'''Blade of Fate''': Once per battle, on an unmodified hit roll of 6, get a Destiny Dice of 6. #'''Pyrofyre Stave''': Pick one melee weapon. If this weapon wounds an enemy wizard, they can no longer unbind FOR THE WHOLE BATTLE. What better way to guarantee that you can spam all the spells you want? Sure, this won't work on Priests, but their unbinding ability is much riskier. #'''Beacon of Mutability''': Add 1 to wound rolls for attacks with melee weapons by friendly {{AOSKeyword|Disciples of Tzeentch daemons}} while they are wholly within 9" of the bearer. #'''Nine-Eyed Tome''': You can re-roll casting, dispelling and unbinding rolls for the bearer. #'''The Eternal Shroud''': Roll a dice each time you spend one of your Destiny Dice. On a 5+, you can roll a dice and add it to your destiny dice pool. </tab> </tabs> ===<span style="color:#01bbe3;">Change Covens</span>=== Cause everyone needs Chapter Tactics now. A player with the {{AOSKeyword|Tzeentch}} Allegiance choose one these to represent one of the Cults. The player is given access to: *A unique ability *The '''<Cult>''' keyword *unlocks an additional battleline units for specific ones <tabs> <tab name="The Eternal Conflagation"> ''Turn Daemons of Tzeentch into a shooting army'' *'''Ability: Twisters of Materiality:''' Warpflame, Billowing Warpflame, and Magical Flames all gain -1 more rend. *Flamers of Tzeentch become battleline units. </tab> <tab name="The Hosts of Duplicitous"> ''No escape the tarpits'' *'''Ability: Rank of Mischievous Mirages''' Enemy units within 3" of your units with 10 or more models cannot retreat. In addition once per battle when a Hosts of Duplicitous Horrors of Tzeentch unit is destroyed roll a dice and on a 4+ add a unit of 5 Horrors to your army with 12" of a hero and more than 9" from enemies. </tab> <tab name="The Hosts Arcanum"> ''Bookworms summon legions of sky sharks'' *'''Ability: Thieves of All Things Arcane''' Once per turn during the first, third and fifth battle round, when a friendly {{AOSKeyword|Wizard}} attempts to unbind a spell, that spell is automatically unbound *Screamers of Tzeentch become battleline units. </tab> <tab name="The Cult of the Transient Form"> ''Acolytes and Tzaangors fighting together at last'' *'''Ability: The Change-gift''' On death of a {{AOSKeyword|Kairic Acolyte}} model, roll a dice, on 2-5 it can fight, on 6 add a {{AOSKeyword|Tzaangor}} within 1" of a {{AOSKeyword|Tzaangor}} unit within 9" of the slain model. The model can only be set up within 3" of an enemy unit if the friendly {{AOSKeyword|Tzaangor}} unit was within 3" of that enemy unit before any models were added </tab> <tab name="The Pyrofane Cult"> ''Make Kairic Acolyte thrown fire more dangerous'' *'''Ability: Arrows of Tzeentch''' +1 To Hit with friendly {{AOSKeyword|Kairic Acolytes}} Sorcerous Bolts. In addition, roll a die at the end of the shooting phase for every enemy unit that suffered any wounds inflicted by Sorcerous Bolts. On a 5+, that unit suffers D3 mortal wounds </tab> <tab name="The Guild of Summoners"> ''Spam magic so you can spam more magic'' *'''Ability: Scions of the Exiled''' Your Fate Points can only be used to summon '''Lords of Change'''. You first summon costs 9 FP, your second costs 18 FP, and every summons after that costs 30 FP </tab> </tabs> ===<span style="color:#01bbe3;">Magic Lores</span>=== <tabs> <tab name="Lore of Fate"> Every {{AOSKeyword|Arcanite}} and {{AOSKeyword|Mortal Wizard}} can choose from the following Spells: #'''Bolt of Tzeentch''': Casting value of 7 now, and D6 Mortal Wounds at 18" are nothing to sneeze at. Just make sure your caster has some way of making the casting easier on himself, though. Arcane Sacrifice, Souldraught, the Tzaangor Shaman's energy drink, anything. #'''Arcane Suggestion''': A wonderful debuff for casting value of 8. Once cast, you get to decide which effect a target unit within 18" will suffer : cannot issue or recieve command abilities until your next hero phase, or -1 to hit AND wound rolls, or -1 to save rolls. Pretty sweet stuff if you manage to cast it reliably, and the second debuff stacks with locus of change so can be good to offset all out attack a bit. #'''Glimpse the Future''': casting value 7. If you have fewer than 9 destiny dice, roll a dice and add it to your pool. Since anyone playing this army knows how essential your destiny pool is to most play styles this is one you should probably always have on hand with enough wizards. #'''Shield of Fate''': Odd. This cheap one (casting value 6) with a range of 18" is a pretty interesting spell. Basically you pick a friendly '''Tzeentch''' unit in range and apply an effect based on the number of destiny dice you have in your pool at the time of casting until your next hero phase. 1-3 destiny dice the unit gains a 6+ ward. 4-6 destiny dice they gain a 5+ ward, and on a 7-9 they gain a 5+ ward plus on a roll of 4+ they can ignore the effects of a spell or endless spell. #'''Infusion Arcanum''': The Curseling and the Ogroid love this baby. Pathetically low casting value of 5? Check. Increases both Hit and Wound rolls of the caster by one? Check. Take a powerful melee Hero and turn him into a terrifying melee Hero. #'''Treacherous Bond''': Exactly what the Gaunt Summoner wants. The casting value is 5. Different now. Cast on a unit wholly within 9" of the '''Wizard''' and whenever the '''Wizard''' would take a wound or mortal wound, pass it off to the unit on a 3+ as long as they remain within 9". </tab> <tab name="Lore of Change> Every {{AOSKeyword|Tzeentch Daemon Wizard}} can choose from the following Spells: #'''Bolt of Tzeentch''': Casting value of 7, D6 Mortal Wounds on a unit within 18". Best on a Lord of Change with his amazing casting roll modification rule. #'''Treason of Tzeentch''': Casting on 7+, pick a unit within 18". Roll a die for each model in that unit and deal a mortal wound for every 6+. In addition, the affected unit suffers -1 to Hit until your next hero phase. #'''Unchecked Mutation''': Casting value of 6, an enemy unit within 18" suffers D3 mortal wounds, then if any models are slain, roll a D6; on a 3+, they take another D3 mortal wounds, and the spell ends. #'''Fold Reality''': This is a mixed bag: The spell casts on a 7+. Roll a D6, on a 2+, you add that many slain models to a friendly '''TZEENTCH DAEMON''' unit. On a 1, however, the whole unit goes poof. The logical choice is to only ever use this on units that are near death already, like a lone Pink Horror trying to get some new buddies. The question is, do you want to leave a whole unit's fate to a single dice roll? And no, don't think you can cheese this via Destiny Dice. ''Masters of Destiny'' Tells you which rolls you are allowed to change and ''rolls made by specific spells that you really really wish you could set'' isn't among them. #* In fact, you only have 1/6 chance of messing up with this spell, while the other five times you resurrect an average 3 guys, so it's pretty good. Just use it on units with low numbers, and that you can comfortably lose, and you're set. <s>Or just take Kairos and a unit of 6 Tzaangor Skyfires, to have a unit that will probably never die; changing that 1 on a 6 one time per battle should ensure you never lose the unit.</s> (This no longer works. Kairos doesn't let you replace any die you want, and Tzaangors aren't '''Daemons''') If you're in a really big battle, instead take a unit of 3 Burning Chariots, but keep in mind your opponent will refuse to play with you ever again after this. And I can't blame him. Neither would I. #'''Tzeentch Firestorm''': Casting on 8+, pick an enemy unit within 12" and visible to the caster. Roll 9 dice and for each 6 that unit suffers d3 mortal wounds. An interesting choice, you need to get a little close to cast it but a lucky spike roll and you could wipe entire units out. *A question: What if a Hero is both Daemon and Mortal/Arcanite? Can he know spells from both Lores? <s>the heroes that fit on that category are the Tzaangor Shamans, Gaunt Summoners and Archaon himself, the rules for both lores is "each wizard in a Tzeentch army knows and additional spell chosen from the Lores", so until FAQ'd, technically he can know one (or two if he is an Arch-Sorcerer) of both</s>. It's been FAQ'd, only one Lore can be taken, not one from each Lore table. </tab> <tab name="Endless Spells"> {{AOSKeyword|Disciples of Tzeentch Wizards}} only *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch] (CV 5+, 40pts):''' Summons a floating 9" bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6" movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes] (CV 5+, 40pts):''' Summons a magical book that becomes part of the caster's unit, meaning that you can't cast this inside a Witchfate Tor. Alongside letting the caster reroll any casting tests, it grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum] (CV 7+, 50pts):''' This predatory spell has a...thematic move speed of 9", and each turn it has 9 chances to deal MWs to the closest unit within 6" on a 5+ (4+ if they're wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning or have a Lord of Change eat it. Beasts of Chaos - available to Tzaangor Shaman and Great Bray Shaman. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:''' Subtract 1 from hit rolls for attacks made by units within 3" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 3" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell. ** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:''' A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:'''Spawns three tokens of evil Chaos murderbirds. Anything that is not a '''BEASTS OF CHAOS''' unit within 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously. Slave to Darkness - Available for all flavors of Gaunt Summoner or imported StD casters. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells 12" of it. Guess what you have? Yep, you'll be enjoying this. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines. Anything that this goes through suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them. </tab> </tabs>
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