Allegiance: Tzeentch

Type: upgrade
Categories: TZEENTCH, Coalition: Beasts of Chaos, Coalition: Slaves to Darkness
EntryId: 065f-c64d-3eb7-79d2
Hidden: false
Options (1)


Battle Trait

Arcane Armies
In the first battle round, after the players have received their starting command points, but before the start of the first turn, you can pick 1 friendly DISCIPLES OF TZEENTCH WIZARD on the battlefield. That WIZARD can automatically cast a spell that they know that summons a Burning Sigil of Tzeentch, Tome of Eyes or Daemonic Simulacrum endless spell (do not make a casting roll). The spell cannot be unbound, and cannot be dispelled in the first battle round. Set up the endless spell as described in the effect of that spell.
Locus of Change
Subtract 1 from hit rolls for attacks made with melee weapons that target friendly DISCIPLES OF TZEENTCH DAEMON units that are wholly within 12" of a friendly DISCIPLES OF TZEENTCH DAEMON HERO.
Masters of Destiny
At the end of deployment, roll 9 dice and put them to one side. These are your Destiny Dice. Destiny Dice can be used during the battle to change dice rolls. Instead of making 1 of the rolls from the list below for a friendly DISCIPLES OF TZEENTCH unit, you can can spend 1 or more of your Destiny Dice. The you would have made is replaced with the roll on the Destiny Dice you spend. If you want to replace an xD6 roll (core rules, 1.5.2), you must spend a number of Destiny Dice equal to the 'x'. Any rolls that have been replaced count as unmodified rolls and cannot be re-rolled or modified unless noted below. Destiny Dice can be spent in place of the following dice rolls: * Casting rolls * Unbinding rolls * Dispelling rolls * Run rolls * Charge rolls * Hit rolls * Wound rolls * Save rolls (You must still modify the roll by the Rend characteristic of the attacking weapon.) * Any roll that determines the Damage characteristic of a missile or melee weapon. * Battleshock rolls (You must still modify the roll by the number of models slain from the unit.)
Summon Daemons of Tzeentch
You can summon DISCIPLES OF TZEENTCH DAEMONS units to the battlefield if you have enough Fate Points. Each time a casting roll is successful and the spell is not unbound, you receive 1 Fate Point. If you have any Fate Points at the end of your movement phase, you can summon 1 unit from the list below to the battlefield and add it to your army. Each unit you summon costs the number of Fate Points shown on the list, and you can only summon it if you have enough Fate Points to do so. Units must be set up more than 9" from all enemy units and wholly within 9" of a friendly DISCIPLES OF TZEENTCH HERO.
Transformed to Spawn
If a model is transformed into a Spawn, you can add 1 TZEENTCH CHAOS SPAWN unit that has 1 model to your army. Set up the TZEENTCH CHAOS SPAWN unit within 1" of the model that has been transformed, and then remove the transformed model from play.

Fate Point Summoning Table - Unit


01. 1 Lord of Change 30
02. 1 Fateskimmer on Burning Chariot 24
03. 10 Pink Horrors of Tzeentch 20
04. 1 Burning Chariot of Tzeentch 18
05. 3 Flamers of Tzeentch 18
06. 1 Changecaster 12
07. 1 Exalted Flamer of Tzeentch 12
08. 1 Fluxmaster 12
09. 10 Blue Horrors of Tzeentch 10
10. 10 Brimstone Horrors of Tzeentch 10
11. 3 Screamers of Tzeentch 10
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