Change is in the air, quite literally – Screamers of Tzeentch and Tzaangor warriors on living discs scream through a sky turned kaleidoscopic by gouts of unnatural magical flame. Battletome: Disciples of Tzeentch is on its way, and the scheming Scintillating Hosts have seen their rules mutate into new forms at the touch of the Changer of the Ways.
Whether through legions of cawing Tzaangor and mortal Arcanite cultists or multitudinous hordes of ever-shifting daemons, the Disciples of Tzeentch wield supremacy over magic. Endless Spells are drawn along with these hosts, sustained by the aura of sorcerous energy.
With the Arcane Armies battle trait, a Disciples of Tzeentch wizard on the battlefield can automatically cast a spell, that also cannot be unbound, in the first battle round to summon a Sigil of Tzeentch, Tome of Eyes, or Daemonic Simulacrum to the battlefield. Enemy wizards cannot even dispel these in the first battle round, so suffused is the air with magic.
The Gaunt Summoners are nine daemon monarchs favoured by Tzeentch, each dwelling deep within a labyrinthine crystal fortress known as a Silver Tower. They delight in transporting enemy champions into these maddening mazes, letting them drive themselves insane in an attempt to escape.
Lords of the Silver Tower allows any Gaunt Summoner to attempt to transport an enemy Hero within 9” who has attacked them, or tried to injure them via stranger means, into the deranged warrens of their glittering oubliette, removing them from play.
Not content with using these brain-melting constructs to whisk away troublesome heroes, the Gaunt Summoners can also use a complex network of realmgates and portals to deploy units onto the battlefield exactly where they need them.
These Silvered Portals allow up to two units set up after a Gaunt Summoner to be placed in reserve. These units can then be teleported out of the Silver Tower at the end of the movement phase, within 9” of the Gaunt Summoner (and 9” away from all enemy units), a delightful delivery of gibbering, warpflame-spouting daemons.
Tzeentch commands a vast menagerie of daemons. Chief among these are the towering, avian-featured Lords of Change. Masters of magic, these daemons shimmer with arcane power, and with a simple gesture, they can saturate a huge area around them with eldritch energy, becoming a Beacon of Sorcery.
This overwhelming flow of energy improves the casting, dispelling, and unbinding rolls by one for all friendly Tzeentch Wizards wholly with 18” of them, and also opens a conduit directly to the Changer of the Ways himself, granting these mighty wizards access to the whole Lore of Change.
Battletome: Disciples of Tzeentch contains plenty more marvellous mutagenic magic for Changehosts to play with. With a swollen spell book to cast from and duplicitous tricks up their immaterial sleeves, the forces of Tzeentch are prepared to dominate the battlefields of the Mortal Realms in a pyroclastic burst of colour.
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