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 |
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| Large
monster, Fly, Invulnerable, Fearsome, +4Surprise, 1Fate point Spells: each turn may cast one chosen Bright or Celestial spell. |
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Equipment |
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| Large claws
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Pink Horror |
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| Invulnerable,
Fearsome, Split (when Pink Horror is killed replace model with 2 Blue Horrors) Spell (Bright): 2Fireball |
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Equipment |
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| Large claws
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Blue Horror |
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| Fearsome |
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Equipment |
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| Large Claws
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Flamer |
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| 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) |
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Equipment |
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| Fire (Fireball 2X2 squares template,
5dd), is never unarmed
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Disc of Tzeentch |
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| Invulnerable, Fearsome, Fly, May attack-move-attack or move-attack-move during its turn |
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Equipment |
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| Fangs
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Special Characters
Aekold Helbrass |
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| Fly, Regenerates, May move-attack-move or attack-move-attack during his turn, evades from combat automatically. |
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Equipment |
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| 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)
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Egrimm Van Horstmann |
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| 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). |
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Equipment |
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| Chaos Runesword (as sword, but may be
used by evil wizards, counts as magical); (unarmed 1dd)
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