Tzeentch    

TZEENTCH is the Great Sorcerer, the god of magic and master of the mutable time stream. He is known as the Changer of the Ways, the one who directs the fate of the universe. The Great Sorcerer guides unwitting mortals along paths destined to increase his own power , though they may never realize their part in his plan. He shows favour to those who use intelligence to control the world, especially to wizards and magical creatures. He takes delight in the plotting and politicking o men, and favours the cunning over the strong, the manipulative over the violent. 

SPECIAL RULES:

Tzeentch is the weaver of fate, so you should add one or two extra FATE Dungeon Counters when playing a Tzeentchian level. Since this god provides followers with visions and insight the DM should pick a dungeon counter on a roll of 1, 2 or 12 rather than only 1 or 12.

NOTES:

The daemons of Tzeentch possess a range of weird and fantastic skills that are unique to them. They are moreover the most powerful spellcasters in the entire game, the flamer shooting fireballs and the Pink horror with 2 spells to cast. The Lord of Change deserves a separate note; it is the weakest of the greater daemons, but no other creature has comparable magical skills. Choosing each turn one from 24 spells really makes it powerful, but the DM should not exaggerate. Yes, it is true that it could cast Flames of the Phoenix to heal itself each turn, but it wouldn't be much fun, would it? When using a Lord of Change try to vary the spells as much as possible, and do not limit yourself to combat spells such as Fireball or Lightning. Cast Doom, or Foresight (this will keep it alive much longer!), or Panic, or Metal fires and use this occasion to make a complete havoc, but without annihilating the heroes in the process!

 

Lord of Change

WS DS BS S T Sp St Br In W
9 9 4 8 9 10 10 10 - 9
1 1 1 1 1 1 1 1 1 1
Large monster, Fly, Invulnerable, Fearsome, +4Surprise, 1Fate point

Spells: each turn may cast one chosen Bright or Celestial spell.

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 2 2 3 4 5 6 7 8 9 10 6

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
1 1 1 1 1 1 1

Equipment

Large claws

 

Pink Horror

WS DS BS S T Sp St Br In W
8 9 1 6 7 10 10 10 8 4
1 1 1 1 1 1 1 1 1 1
Invulnerable, Fearsome, Split (when Pink Horror is killed replace model with 2 Blue Horrors)

Spell (Bright): 2Fireball

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 2 3 4 5 6 7 8 9 10 10 4

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
1 1 1 1 1 1 1

Equipment

Large claws

 

Blue Horror

WS DS BS S T Sp St Br In W
7 7 1 5 6 8 8 10 7 3
1 1 1 1 1 1 1 1 1 1
Fearsome

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 3 4 5 6 7 8 9 10 10 10 3

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
1 1 1 1 1 1 1

Equipment

Large Claws

 

Flamer

WS DS BS S T Sp St Br In W
- 7 8 5 7 9 9 10 6 5
1 1 1 1 1 1 1 1 1 1
Invulnerable, Fearsome, Bound (as Fly), Fire (May not perform usual hand-to-hand combat attack, instead may shoot 2x2 area fireballs using usual rules for ranged attacks, if engaged in close combat flamer will shoot at opponent, even this uses template, and when rolling to hit consider range equals to 1 square)

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
1 1 1 1 1 1 1 1 1 1 1 1 1

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
4 5 6 7 8 12 5

Equipment

Fire (Fireball 2X2 squares template, 5dd), is never unarmed

 

Disc of Tzeentch

WS DS BS S T Sp St Br In W
9 8 1 5 5 12 12 10 5 3
1 1 1 1 1 1 1 1 1 1
Invulnerable, Fearsome, Fly, May attack-move-attack or move-attack-move during its turn

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 2 2 3 4 5 6 7 8 9 10 3

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
1 1 1 1 1 1 1

Equipment

Fangs

 

Special Characters

Aekold Helbrass

WS DS BS S T Sp St Br In W
10 10 9 6 7 10 10 11 9 5
1 1 7 1 10 8 8 1 1 1
Fly, Regenerates, May move-attack-move or attack-move-attack during his turn, evades from combat automatically.

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 2 2 2 3 4 5 6 7 8 9 5

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
5 6 7 8 9 12 5

Equipment

Windblade (as greatsword in close combat, may be thrown, returning immediately to the hands of the thrower once it strikes its opponent), Iron plate suit; (unarmed 2dd)

 

Egrimm Van Horstmann

WS DS BS S T Sp St Br In W
7 8 7 6 7 8 8 10 - 5
1 1 1 1 1 1 1 1 1 1
1 Fate point, +2surprise, 6+Magic resistance

Before starting the game choose 8 spells from the Bright college that he may cast (you may even repeat the same spell more than once).

Close Combat

1 2 3 4 5 6 7 8 9 10 11 12 dd
2 2 3 4 5 6 7 8 9 10 10 10 4

Ranged Combat

1-2 3-5 6-10 11-24 25+ rng DD
1 1 1 1 1 1 1

Equipment

Chaos Runesword (as sword, but may be used by evil wizards, counts as magical); (unarmed 1dd)