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==Followers== Tzeentch's followers tend to be Librarians/wizards, Sorcerers, nerds, psykers/magical beings, unstable mutants, and red-nosed misfits, but instead of [[Nurgle]]'s "I love you just for who you are," Tzeentch encourages his followers to [[/tg/|revel in what makes them dweeb outcasts]] and go even further, constantly finding new ways to push limits and try things out just because they can. It's not enough that you've made this former Guardsman loyal, harder and better, faster and stronger, you could also fit another three arms on the guy, and if you added a head on his pelvis he would never be surprised, and he can't talk anymore so why not replace his larynx with a flamer sac? [[Chaos Spawn|Whereas other Chaos Gods accidentally pour too much love into their subjects]] (Slaanesh quite literally), Tzeentch does it on purpose because he actually knows what he's doing when he does so. * Tzeentch Daemons are: ** '''[[Pink Horrors]]''': Ever-shifting gleeful balls of psychic rape. Really powerful ones are Heralds of Tzeentch. Courtesy of sixth edition 40k, these guys are now brotherhood of sorcerers, and a blob of 16 or more horrors can cast 3 spells per turn, and since they're daemons of Tzeentch they test on Ld10. Unfortunately, all the powers they have are '''FUN*'''. 8th edition Fantasy sees them as a blob of level 1 wizards who can't miscast, which are fun due to the randomness of them but aren't really competitive. The best-known of these is a being called the Changeling, who has the ability to transform into any being it wants, usually for the purposes of wreaking havoc behind enemy lines (although it has also been known to do so for pulling pranks as well, like planting Nurglings on the Skull Throne just as Khorne is about to sit down or cutting Slaanesh's hair while he/she/it sleeps). Apparently it's changed its form so many times it doesn't even remember what it originally used to look like. ** '''[[Horror#Blue_Horror|Blue Horrors]]''': When you kill a pink horror, it splits into 2 tiny, manic-depressive blue horrors. In 40k it just means your pink horrors hit back at S2 every time you kill one in close combat, which is kind of useless. Why are your horrors in close combat anyway? The Fantasy version of them are summonables that enter onto the field when the magic lore of Tzeentch sees a spell cast very well (since your Pink Horrors cannot miscast, throwing a fuckload of dice into a spell to produce more Blue Horrors is nifty). They're pretty weak though anyway, which is what keeps full Tzeentch armies from really being viable. A particularly notable pair of Blue Horrors are P'tarix and Xirat'p, also known as [[The_Blue_Scribes | Blue Scribes]]. Tzeentch sent them out to catalog every single magic spell in reality, knowing that they weren't smart enough to know how easily abused the power of said spells might be. Finally fixed in Age of Sigmar as they're now just weaker pink horrors that you place two when a pink horror dies. *** '''[[Horror#Brimstone_Horrors|Brimstone Horrors]]''': Also known as Yellow Horrors. Recently added in Age of Sigmar and 40k, oddly never mention until now since three is a running theme for Tzeentch. When a Blue Horror dies they turn into a pair of angry little fire daemons. ** '''[[Flamers_of_Tzeentch|Flamers]]''': like Horrors but less limb-y and way more mouths to breathe fire with. Also, this fire is S4 AP4. If you inflict wounds on a unit they have to take a toughness test, and if they fail they suffer D3 wounds with no saves allowed. On the other hand, if they pass the toughness test [[FAIL|they get feel no pain (6+) which can stack if they keep passing.]]. They're the main Daemon ranged option in Warhammer Fantasy, although they're pretty close range. Best used to shotgun an enemy right in the flank while it's engaged with something from one of the other Chaos Gods in melee. ''Just as planned'', right there in the crunch. ** '''[[Screamers of Tzeentch]]''': the Tzeentchian notion of cavalry; levitating manta rays with buzzsaw fins. Also melta-teeth for some reason. In Fantasy they function as chaff by harassing units and weakening them (with great luck killing something important like a mage) or [[DISTRACTION_CARNIFEX |forcing them to devote a turn killing them and thus leaving that unit open to whatever other Daemons you brought]]. ***'''Jet Screamers''': screamers that are really fast, Gold colored, and capable of shooting magic missles, and can teleport limited distances...so basically space cliffracers, (though the don't make any annoying sounds, every 5 seconds). very rarely seen, (tzeentch reserves them from combating other chaos gods), and those who see them even more rarely come out intact. ** '''[[Burning Chariots of Tzeentch]]''': One-man vehicles for heralds of Tzeentch or Exalted Flamers, which are like flamers but... exalted. In 40k this is where the AP2 Tzeentch Flame attack went after Flamers got a buff (but it's assault D3, for optimal '''FUN*''', and it also has a S5 AP3 torrent attack. These both follow the same warpflame rules as flamers do, but they also won't be leaving so many survivors so it's not as big a deal. Fantasy sees them as the surprise buttsecks machine, once again tearing through an enemy that's engaged with something else. Like Tzeentch's architectural styles though it's a glass cannon that WILL break if damn near anything short of an anemic [[Bretonnia|Bretonnian]] peasant orphan with a cold attacks it. ** '''[[Lord of Change|Lords of Change]]''': huge birdlike sorcerers that look like a [[Furry|werewolf's in-between state, only it's a werevulture-snake-velociraptor...thing]]; the fact that this is just a big Skeksis from The Dark Crystal is something we're supposed to not notice. They have the power to predict the future at any given time so they're almost invincible, unless Tzeentch wants them to die, which going by all the times Tzeentchian Chaos Daemon and Thousand Sons armies lose happens surprisingly often. They're the best non-named spellcaster available to Daemons in Fantasy. Chief among their number is Tzeentch's right-hand daemon [[Kairos Fateweaver]], who was gifted the ability to know everything that will ever happen (along with a second head). It's said that he knows the answers to all questions, but if you ask him, [[Troll|both heads give contradicting answers, with no way of knowing which head is telling the truth]], just [http://www.wobblymodelsyndrome.com/comic-80.html Don't ask him his name]. * Tzeentch's Chaos Marines come with an [[Thousand Sons|Egyptian motif]], and plenty of psykers and Sorcerers. Aside from that Tzeentchian marines are usually warband leaders, their advisors or prominent ambitious champions wishing to become one. Many of them hold their dedication to the Architect in secret, if only to keep their advantage of god's favor over other marines - ambition after all is the big deal for them. Fully Tzeentchian warbands do exist, but they are usually comprised of either complete madman who hear voices, see futures, hear all the lies in the world (simultaneously), can shape-shift or mutate at will or have some other mind-blowing (sometimes literally) "gifts" from the Architect, or body-less drones commanded by extremely powerfull mages, and a few elite commandos armed with psychicly reloading flame bolters (he values quality over quantity). It helps that Tzeentch is likely based on the Ancient Egyptian god Thoth. (also known as Jehuty who has been called a death god by some...) ** FYI, Tzeentch is always looking for [[Soul Drinkers|ways to convert more marines.]] * Tzeentch's [[Warriors of Chaos|viking followers]] are usually the outcasts and elders of the tribes of the Norsemen rather than being a united group. They like to rock the "evil wizard" look with hooded cloaks and sacrificial daggers to compliment their tentacles and 3 faces on one head. * He also has a presence in [[Cathay]], and is the only Chaos god who is interested in this country. Cults of Tzeentch are the royal pain in the collective asses for all members of Dragon family and is their biggest threat. *In AoS, his mortal worshippers are the [[Tzeentch Arcanite]]s. They hide in the cities of Sigmar and Order, slowly amassing power and influence, before rising up in a spectacular display of both Just as Planned and fiery mutated goodness.
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