Tzeentch is the most unpredictable of all the Chaos Gods. Nurgle’s rot and ruin is as inevitable as the common cold, Khorne isn’t surprising us when he puts an invitation Re: Slaughter in our calendars for the eighth time this week, and Slaanesh is always going on and on about how great they are at everything.

Not so Tzeentch. When we think the Changer of the Ways is going to zig, he zags. One minute he’s all about getting his armies to fling storms of mutative fire at their foes, and now, with the upcoming Battletome: Disciples of Tzeentch, he’s switched gears to craft intricate illusions nestled within illusions, while using minor setbacks to alter fate itself.* Join us as we try to keep track of these mind-bending shenanigans.
Dedicated to playing the long game, no matter what happens to Tzeentch’s forces, the God of Change considers it All Part of the Plan. When you lose the priority roll, miscast a spell or have one unbound, lose control of an objective, or have one of your shiny new Argent Shards destroyed, you gain a fate point.

ALL PART OF THE PLAN
Passive
Tzeentch is all-seeing and all-knowing, and even setbacks may ultimately serve his destined ends.
Effect: You start the battle with 0 fate points. Gain 1 fate point each time:
You lose the priority roll.
A spell cast by a friendly DISCIPLES OF TZEENTCH unit is unbound.
A friendly DISCIPLES OF TZEENTCH unit miscasts a spell.
Your opponent gains control of an objective that you controlled at the start of the turn.
A friendly Argent Shard is destroyed.
This ephemeral currency can then be spent on a few abilities, like Destined to Serve, which lets you remove damage points from the damage pool before they’re allocated to your units. Another option, Destined for Battle, lets you add 1 to a charge roll, and Destined Arcana gives you the power to boost your casting roll. Each one can be pumped up by spending additional fate points, so it’s up to you to either spend liberally to nudge fate around, or save up to give destiny one massive shove.

DESTINED TO SERVE
Passive
Those chosen by the Change God are not permitted to fall until they have served their fated purpose.
Effect: Before allocating damage points to a friendly DISCIPLES OF TZEENTCH unit, you can spend any number of fate points. For each fate point you spend, remove 1 damage point in that unit’s damage pool.

DESTINED FOR BATTLE
Reaction: You declared a CHARGE ability for a DISCIPLES OF TZEENTCH unit in your turn
Hand-to-hand combat is a crude pursuit, but it has its uses.
Used By: The unit using that CHARGE ability.
Effect: Spend any number of fate points. For each fate point you spend, add 1 to the charge roll for that CHARGE ability.
A further prismatic new feather in Tzeentch’s cap is the ability to grant his followers illusory powers. By weaving Eldritch Illusions, up to three non-MONSTER units on the battlefield can be removed and put into reserve, masked by illusion. Unlike normal reserves, these are only destroyed at the end of the fifth battle round, giving you some more time to plan out last minute substitutions.
In your near endless game of Smoke and Mirrors, you can swap one unit currently on the battlefield with one that is masked by illusion. If a Gaunt Summoner is about to get perforated by some Freeguild Fusiliers, or imminently flattened by a Maw-grunta, you can switch him with something more expendable. If you’ve managed to fly some Screamers of Tzeentch up the board to a crucial objective, you can then clog it up by warping in a whole unit of Pink Horrors, and watch your foe try and shift a gibbering mass of divisible daemons.

ELDRITCH ILLUSIONS
Once Per Battle (Army), Deployment Phase
The Disciples of Tzeentch delight in spreading confusion amongst their foes with cunningly woven glamours.
Declare: Pick up to 3 friendly non-MONSTER DISCIPLES OF TZEENTCH units on the battlefield to be the targets.
Effect: Remove the targets from the battlefield and set them up in reserve masked by illusion.
Friendly units that are masked by illusion are destroyed at the end of the fifth battle round and not at the start of the fourth battle round.

SMOKE AND MIRRORS
Once Per Turn (Army), Any Hero Phase
With sudden and terrible clarity, Tzeentch’s foes realise they have been fighting the wrong enemy all along.
Declare: Pick a friendly non-MONSTER DISCIPLES OF TZEENTCH unit that was not set up using this ability in the previous turn to be the target, then pick a friendly unit that is masked by illusion to be the substitute.
Effect: Set up the substitute wholly within 6" of the target and not in combat. Then, remove the target from the battlefield and set it up in reserve masked by illusion.
There are limits to your powers of deception though, as you can’t swap out a unit that was deployed via Smoke and Mirrors in the previous turn with this ability, or use it to enter combat. You’ll need to tap into the most Tzeentchian parts of your mind to make the most of this flexible ability.
Into this tapestry of shimmering deceptions and shifting fates arrives the Fatemaster. Handy enough in a fight, with four Rend 2, damage 2 attacks, they are also an expert strategist, working to further Tzeentch’s goals via the Arcanite cults. Their schemes are often Long in the Planning, and cost two fate points to execute, as wheels long set in motion turn and allow the Fatemaster to nominate a nearby Arcanite and whisk them away into reserves when an enemy unit charges near them.

FATEMASTER
LONG IN THE PLANNING
Once Per Turn (Army), Enemy Hero Phase
Carefully prepared deceptions and illusions pave the way for a merciless Arcanite assault.
Declare: Spend 2 fate points. Then, pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.
Effect: For the rest of the turn, the first time an enemy unit ends a charge move within 3" of the target, you can remove the target from the battlefield and set it up in reserve masked by illusion.
Well versed in shifting around the battlefield unseen through the use of reality-warping illusions, the Fatemaster can deploy from reserves with a Bound Retinue that is also masked by illusion, providing them with some muscle when they decide to make their presence known.
This is just the tip of the mountain of shifting, sorcerous new rules that the Disciples of Tzeentch can use to outwit and overwhelm their foes. Next up, we’ll be taking a look at the new Argent Shards, and some of the thaumaturgical powerhouses that use them to broaden the reach of their spellcasting.
* Were they setbacks, or were they always part of the plan? We’ll probably never know.



















