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==Crystalline Shores== Do you like spells? Do you like spells that cast more spells, which in turn ''give you more spells!?'' Then you're probably a Tzeentch player - you'll fit right in here. ===Sparkling Shards=== Like a playground without a sharps disposal, the Crystalline Shores are covered with sharp shit that you'll catch Chaos from. If you roll a double when casting, you can roll a third dice and add the result to the total. If the third dice makes the total 15 or more, the Wizard deals D3 mortal wounds to each enemy unit within 18". ===Firetide=== After rolling for turn order, add the results together. If the total is exactly 3, 6 or 9, the Firetide rolls in: *'''3 - Tide of Pinkfire:''' Each unit on the battlefield that cannot fly suffers D3 mortal wounds. '''TZEENTCH''' units only suffer a single mortal wound. *'''6 - Tide of Bluefire:''' The player taking the second turn in this round picks an edge of the battlefield and rolls a dice. on a 1, the tide comes in from that edge. On a 2 or 3, the tide comes in from the edge to the left, on a 4 or 5, it comes in from the edge to the right. On a 6, it comes in from the opposite edge. Any unit that cannot fly within 18" of the affected edge suffers D3 mortal wounds. *'''9 - Tide of Change:''' Roll a dice for each unit on the field. On a 5+, return D3 slain models to the unit. Return D6 models for '''TZEENTCH''' units. ===Call to Chaos: Path to Glory=== Tzeentch warbands playing on the Crystalline Shores in Path to Glory campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. Either occurrence is Just As Planned. ===Crystalline Shores Triumphs=== #'''Globe of Swirling Flame:''' Choose a '''HERO''' to carry this. Once per battle, during the shooting phase, can be thrown at a visible enemy unit within 9". Roll nine dice, dealing a mortal wound to the unit on each result of a 6. #'''The Flickering Boatmen:''' Once per battle, at the start of your hero phase, roll three dice. Combine the result and add a unit of that many Horrors to your army. Setup with 9" of a '''HERO''' and not within 3" of an enemy model. #'''Arcanovore:''' Choose a '''WIZARD''' to be followed into the next battle by the Arcanavore. Once during the battle, immediately after another '''WIZARD''' within 18" successfully casts a spell, your '''WIZARD''' can immediately cast the same spell. No casting roll required, cannot be unbound. #'''Sigil of Flight:''' Choose a unit standard, banner or icon bearer, or a model with the keyword '''TOTEM'''. As long as that model is alive, its unit's move characteristic is 12 and can fly. #'''Gift of Sorcery:''' Choose a '''HERO''', it becomes a '''WIZARD''' for the duration of this battle. Can cast up to one spell in each of your Hero phases but cannot unbind spells. They know Arcane Bolt and Mystic Shield. If all your heroes are already '''WIZARDS''', re-roll this result. #'''Enchantment of Animation:''' Choose a unit in your army. Once during the battle in your shooting phase, pick one of the unit's melee weapons (weapon type, not single model). They can immediately attack with it as though it were a missile weapon with 18" range.
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