Chaos Battletome - Disciples of Tzeentch 2020.pdf

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In the Mortal Realms, there exist whole nations
devoted to Tzeentch, the Changer of the Ways.
These places are lands of torment, each a
kaleidoscopic clash of madness made real, hope
turned to screaming terror and phantom beasts
given horrible life. To walk there is to mutate,
to become something foul, to feel one’s mind
unravelling and one’s soul curdle.
The ambitions of Tzeentch’s worshippers go
further than the conquest of the realms entire.
They seek nothing less than to change reality,
to turn that which was once solid and reliable
into a quicksand of sanity-sapping hideousness.
Ultimately, they would see Tzeentch’s own
crystalline domain – a realm that once existed
only in nightmares – consume the lands of man,
aelf and duardin. They reason that it is better to
serve the victor in the war for supremacy than
to die alongside his outwitted enemies, and
in the business of manipulation and intrigue,
there is none more powerful than Tzeentch.
The Disciples of Tzeentch have achieved much
in the shadows of civilisation. They thrive
on duplicity and illusion, on misdirection
and artifice. Even the most prized cities of
Sigmar’s new order are built on corrupted
foundations, shot through with secret societies
and murderous cults that chant their daemon-
summoning rites in basements and hidden
temples. Yet when the call to arms comes, when
the insurrection sends the Arcanites boiling
from their hiding places and the daemonic
Scintillating Hosts are unleashed into reality,
the full splendour of Tzeentch’s devoted sets
the very air aflame. To fight against them is to
fight against raw magic, insidious cunning and
the worst kind of change. And as any Disciple
of Tzeentch will whisper to you in the darkness,
change is inevitable.
Why not embrace it?
CONTENTS
CONTENTS
THE ELDRITCH THREAT
...4
TZEENTCH ALMIGHTY
............8
THE CRYSTAL LABYRINTH
...10
DOMAINS OF THE CULTS
......12
THE CHILDREN
OF CHANGE...............................14
THE SCINTILLATING
HOSTS.........................................16
The Flesh Ascended
.......................17
Nine Shall Be Their Number........18
TZEENTCH ARCANITES.........20
The Arch Conspirators..................22
Secrets of the Cults
........................24
The Marks of Change
....................26
SKEINS OF FATE AFLAME
......28
Lords of Change
.............................30
Heralds of Tzeentch
.......................32
Favoured Scions of Tzeentch........34
Bestial Agents of Change..............35
Horrors of Tzeentch
......................36
Mortal Masters of the Arcane......38
Lords of the Silver Towers
............40
Tzaangors
........................................42
THE ELDRITCH HOST......46
MAGIC AND MUTATION
........58
PAINTING YOUR
DISCIPLES OF TZEENTCH......60
ALLEGIANCE ABILITIES
........69
Battle Traits
.....................................69
Command Traits
............................72
Artefacts of Power
.........................74
Spell Lores
.......................................76
The Eternal Conflagration............78
The Hosts Duplicitous...................79
The Hosts Arcanum.......................80
The Cult of the
Transient Form...............................81
The Pyrofane Cult..........................82
The Guild of Summoners..............83
Battleplan:
The Concealed Cultist
...................84
PATH TO GLORY.......................86
Tzeentch Warband Tables
............88
WARSCROLLS
............................90
Fate Legion......................................90
Warpflame Host
.............................92
Multitudinous Host.......................92
Aether-eater Host
..........................92
Change Host
...................................93
Overseer’s Fate-twisters
................93
Omniscient Oracles
.......................93
Arcanite Cult
..................................94
Arcanite Cabal
...............................96
Alter-kin Coven
.............................96
Witchfyre Coven............................96
Skyshoal Coven
..............................97
Tzaangor Coven
.............................97
Lord of Change...............................98
Kairos Fateweaver
..........................99
DISCIPLES OF
TZEENTCH
.........................68
Gaunt Summoner
of Tzeentch
....................................100
Fateskimmer, Herald of
Tzeentch on Burning Chariot....101
Fluxmaster, Herald of
Tzeentch on Disc..........................102
The Changeling
............................103
Changecaster,
Herald of Tzeentch
......................103
The Blue Scribes
...........................104
Screamers of Tzeentch
................104
Burning Chariots
of Tzeentch
....................................105
Exalted Flamers of Tzeentch
......106
Flamers of Tzeentch
....................106
Horrors of Tzeentch
....................107
Magister on Disc of Tzeentch
....108
Magister.........................................109
Curseling, Eye of Tzeentch
.........109
The Eyes of the Nine
....................110
Vortemis the All-Seeing
.............110
Fatemaster
.....................................111
Ogroid Thaumaturge...................111
Kairic Acolytes
.............................112
Tzaangor Skyfires
........................113
Tzeentch Chaos Spawn
...............113
Tzaangor Shaman
........................114
Tzaangor Enlightened.................115
Tzaangor Enlightened
on Discs of Tzeentch
...................115
Tzaangors
......................................116
Burning Sigil of Tzeentch
...........117
Tome of Eyes
.................................117
Daemonic Simulacrum...............118
PITCHED BATTLE
PROFILES
.................................119
PRODUCED BY THE WARHAMMER STUDIO
With thanks to The Faithful for their additional
playtesting services.
Chaos Battletome: Disciples of Tzeentch © Copyright Games Workshop Limited 2020. Chaos Battletome: Disciples of Tzeentch, GW, Games Workshop,
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The cold, shadowy landscape of Ulgu suddenly explodes into a riot of colour as a Tzaangor tribe
summons a host of Tzeentchian daemons, their mutagenic energy ravaging the land itself.
THE ELDRITCH THREAT
THE ELDRITCH THREAT
While the crude warlords of the mortal races measure their success by territory conquered, the Disciples of Tzeentch
seek nothing less than to capsize reality itself. They are masters of the sorcerous rite and the devious plot. When at
war, a barrage of magic reveals the awful truth – that their enemies were doomed before the first shot was fired.
The skies burn livid pink and
cerulean blue. Trees writhe and
become tentacled horrors. The
land cracks to form needle-fanged
mouths that scream in protest, for
such intense concentrations of magic
are unnatural even in the enchanted
reaches of the Mortal Realms. The
Disciples of Tzeentch have shucked
off their illusions and gone to war
en masse, and with them comes the
terrible truth: the realms belong
more to the scions of the Chaos Gods
than they do to those races that
defy them.
The Disciples of Tzeentch are neither
simple warriors nor brawlers, nor
are they mercenaries or soldiers of
fortune; they train but rarely with the
sword and the bow, and they spurn
the cannon and the gun. Nor do they
study the treatises of warmasters and
conquerors from ages past. To them,
such conventional conceits, such
everyday tools of battle, are as crass
and simplistic as the daubings of a
child upon a father’s masterpiece. To
these devotees of change, the notion
of war is mutable in the extreme,
as is the flesh and mindscape of
the foe. They fight their battles on
several planes at once – the mental,
the spiritual and the physical all
mingling together into one mind-
boggling and spectacular whole.
Tzeentch’s devoted are steeped
in matters arcane. Through long
study and diabolical pact, their
understanding of the nature of
things is so advanced that they can
shape reality. With an arrhythmical
chant or a carefully inscribed phrase
given voice, they conjure bolts of
wyrdfire that can strip a man’s flesh
from his bones or melt stone to the
consistency of butter. Some can peer
into the future or squint into the
murky mists of the past, plucking
secrets from the pliant branches of
fate that they have bent to their will.
To fight them is maddening, for to
land a solid strike against such an
enemy is nigh impossible.
THE MANY FATES OF
TZEENTCH
The Mortal Realms were once
beyond the reach of the daemons of
the Dark Gods. The natural barriers
between the worlds of men and the
Realm of Chaos held them at bay,
just as a mile-thick glacier of hard ice
keeps a prospector from the mineral
wealth of the mountain beyond.
The far-seeing daemons of Tzeentch
could only look on in avaricious
frustration as they peered at the
Mortal Realms through the fractal
reflections of the Crystal Labyrinth.
Here were eight complex new
realities for them to uncover, corrupt
and twist into unrecognisable shapes
before claiming them in the name of
the Changer of the Ways.
veils of reality through sorcery or
shamanistic rite, they would cluster
around, eyes wide with glee, and
whisper their corrupting truths.
Whenever a convoluted ploy saw a
schemer lay a rival low, they would
gather in the shadows, murmuring
of rewards untold should the victor
follow the darkness in their soul to
its logical conclusion.
It began as a hushed prayer here,
an arcane diagram there, but soon
– and with gathering speed – the
imprecations for Tzeentch’s favour
became more and more common.
The Hanging Valleys saw Anvrok’s
foremost meteoromancers, who
formerly prayed for the gift of fresh
water from the skies, make sacrifices
to the entity they knew as the
God Mercurial – and, in doing so,
unwittingly give tribute to Tzeentch.
In the courts of Prosperis, those who
were bored with their wealthy and
privileged lives took up the dark arts
in the hope of finding new areas of
reality to conquer, for proving their
supremacy had become a way of life.
They too were rewarded, but they
found far more than they bargained
for and fell to madness. In Hysh’s
most remote regions, the scholars
that had dared venture into Haixiah
begged the skies for the intellect
and mental strength necessary to
profit from the myriad complex
truths that were pouring into their
minds. Tzeentch was only too happy
to oblige – for a cost, of course –
as along with that influx of raw
information came a nagging desire
to learn the darkest secrets of all.
A whisper, a staring eye, a claw
scraping at the mind. Many were
the ways that Tzeentch worked at
the cracks in reality left by the greed
and ambition of mortal men – or,
in some places, by the honest need
for a simple change of fortune. For
the realms are cruel, and there are
always those who would seek a better
life. On such dreams are the acts of
Tzeentch founded.
But the Mortal Realms were denied
to them by the unyielding lord
Sigmar, and they could no more
claim them than a swarm of insects
could claim the deeps of the sea.
Instead, for long ages, they fought
their battles in the Realm of Chaos,
the Dark Gods matching their might
against one another as they worked
secret schemes in the background
that might one day see their
influence expand into pastures new.
However, the daemons of Tzeentch
were resourceful in their cunning,
and they never truly gave up on
their quest to bend new realities to
their master’s whims. Whenever a
mortal mind reached out across the
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