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===<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.
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