DAEMONIC LEGIONS OF TZEENTCH
By Tommy Punk tommypunk@telia.com
This article introduces the Tzeentchian Daemonic Legions - WFB battles fought with 10-30 thousand points per side. Full rules for the Legionsized battles can be found in DL - Introduction and the armylist uses the troops listed in DL - Legionaries and DL - Auxiliaries.
The Legion of Tzeentch is a beautiful sight to behold. Electric blue colour on striking yellow. Armour decorated with slightly twisted faces and banners with hidden folds that make is seem to change form in the wind. Flamers leap among the Blue and Pink Horrors and high above soar the Discs of Tzeentch and huge Chariotdisc. From above the Legion truly look like a changing swirling pool of blue and yellow.
DAEMON SECTION
You and your opponent must decide before the battle how many Greater Daemons and Daemon Princes your armies are allowed to include. You cannot have more Daemons than what you decided, but you may have fewer. One Daemon per 4000 points is recommended.
The Daemons come in three levels: the Daemon Lord, the Mighty Daemon and the Aspiring Daemon. This title is bought in addition to the cost of the Daemon itself and the title determine the number of free rolls on the General Reward table that the Daemon receives. If you roll a duplicate you may choose any other reward or duplicate it if possible.
| Title | Cost | Rolls |
| 0-1 Daemon Lord | 300 | 6 |
| Mighty Daemon | 200 | 4 |
| Aspiring Daemon | 100 | 2 |
REWARD TABLE: D10
1 Weapon Skill Increase
The Daemons fighting skill has been carefully honed and the Daemons Weapon Skill is increased by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1.
2 Strength Increase
The Daemon is incredible strong, increase the Daemons Strength by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1.
3 Toughness Increase
The Daemon is incredible tough, increase the Daemons Toughness by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1.
4 Wound Increase
The Daemon is more enduring than other Daemons and has +1 Wound, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1.
5 Attack and Initiative Increase
The Daemon moves faster strikes faster than other Daemons. Increase Attack and Initiative by +1, up to a maximum of 10. If this Reward should take the characteristic above 10 then raise any other Characteristic by +1.
6-7 Lord of Magic
The Daemons knowledge of the dark and forbidden magic is great indeed, increase the Daemons Magic Level by +1, up to a maximum of 4.
8 Flamer Arm
One of the Daemons arms turn into the pliant trunk of a Flamer. The Daemon may shoot as a Flamer, but the hand may not be used to hold a weapon.
9 Fortune of Tzeentch
The Daemon is a great schemer and may predict the best course in the battle. The Daemon may reroll one dice per battle - this applies to any roll, yours or your opponents roll.
10 Chaos Weapon
The Daemon fights with a mighty Chaos Weapon. Generate a Chaos Weapon with D3+2 properties or add +2 properties to an existing Chaos Weapon.
LORD OF CHANGE
At a cost of 525 points per Greater Daemon.
The Lord of Change is a tall winged Daemon with a head similar to a predatory bird. Its feathers change colours to form a multicoloured slight swirl throughout its wings. The Lord of Change is a master of magic and scrying, allowing it to plan way ahead in the future.
PROFILE M WS BS S T W I A Ld
Lord of Change 8 9 10 7 7 7 10 6 10
SPECIAL RULES
A Lord of Change is a Greater Daemon, causes Terror, can fly and has a Daemon Saving Throw.
DAEMON PRINCES OF TZEENTCH
At a cost of 275 points per Daemon Prince.
The greatest Champions of Tzeentch eventually reach the heights of Daemonhood. Their appearance vary widely and its not unknown for the Princes to spontaneously change form. Its hazardous to expect to be elevated to Daemonhood as the Lords twisted logic mean that the changes may very well turn the Champion into a drooling Chaos Spawn.
If you want to you may use a Daemon Prince from a campaign of the old Realm of Chaos books or Mordheim - Chaos Wastes. In this case the Daemon still cost 275 points but uses the stats and powers of your Daemon Prince, he may not buy a Daemonic title.
PROFILE M WS BS S T W I A Ld
Daemon Princes 6 7 7 6 5 4 8 5 10
SPECIAL RULES
A Daemon Prince is a Greater Daemon, causes Terror, has wings and can fly and has a Daemon Saving Throw.
Battle Standard Bearer
One Daemon Prince may carry the Battle Standard of the Daemon General for an extra cost of +50 points. All the rules for a Battle Standard apply and the Daemon Prince may buy a magic banner.
FLAMERS OF TZEENTCH
At a cost of 450 points per 9 models.
Flamers are a strange mix of an upside turned mushroom and a predatory bird with two long arms that can spit magical flames. The fungous body can flex with great strength and the Daemon move in bounding leaps and jumps.
PROFILE M WS BS S T W I A Ld
Flamers 9 3 5 5 4 2 4 2 10
SPECIAL RULES
A Flamer is a Daemon, causes Fear, have a Daemon Saving Throw, shoot flames, have a bounding move and causes flame attacks in HTH.
PINK HORRORS OF TZEENTCH
At a cost of 315 points per 9 models.
The lesser Daemons of Tzeentch are created from the raw magic itself. When a Pink Horror is killed it split in two Blue Horrors. A regiment of Horrors will soon fight in a blur of pink and blue as their casualties split and actually swell their ranks.
PROFILE M WS BS S T W I A Ld
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
OPTIONS
Any unit of Horrors may carry a magic standard or a magic musician item. This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself.
SPECIAL RULES
A Horror is a Daemon, causes Fear, have a Daemon Saving Throw and is split when wounded.
PINK HORRORS ON DISCS OF TZEENTCH
At a cost of 765 pts per 9 models.
The lesser Daemons of Tzeentch are created from the raw magic itself. These Pink Horrors sometimes ride the Discs of Tzeentch into battle. The discs resemble round, flat sharks and fly by magical means.
Profile M WS BS S T W I A LD
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
Pink Disc 12 3 - 3 3 1 3 1 10
Blue disc 12 - - 3 3 1 3 - 10
SAVE: 6+
SPECIAL RULES
A Horror is a Daemon, causes Fear, have a Daemon Saving Throw and is split when wounded. When a Pink Horror is killed he split into two Blue Horrors. The disc is split as well and looses its attack. A Disc of Tzeentch is a Daemon, causes Fear, have a Daemon Saving Throw and can fly.
FLYING CHARIOTDISC OF TZEENTCH
At a cost of 170 points with two Pink Horror crew or a cost of 200 points with two Flamer crew.
The Chariotdisc is looks just like a Disc of Tzeentch, only 5 times larger. Numerous flailing tentacles potrude from its sides, each tentacle end in a biting maw.
Profile M WS BS S T W I A LD
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
Flamer 9 3 5 5 4 2 5 2 10
Chariotdisc 12 3 - 5 7 3 3 D6 10
OPTIONS
The Chariotdisc can include an extra Horror crewman +35 pts or extra Flamer crewman +50 pts. One chariot may carry a standard. Must be fielded in units of equal size. 1-3 Chariots in one unit, 4-6 chariots in two equally sized units, 7-9 in three units etc.
SPECIAL RULES
The Chariotdisc can fly, and is a Daemon with a 4+ Daemonic Save. The Chariotdisc has D6 attacks from the tentacles, roll the dice for Attacks in each HTH round. The Chariotdisc have an impact attack of D6+2 S5 hits. A Horror is a Daemon, causes Fear, have a Daemon Saving Throw and is split when wounded. Horrors that split can still fit on the disc, or rather hang onto its side but will fall off if the Chariot flees. They will not stop pursuit of the chariot and are assumed to be torn apart when they fall off.. A Flamer is a Daemon, causes Fear, have a Daemon Saving Throw, shoot flames, have a bounding move and causes flame attacks in HTH.
TZEENTCH CHARIOT
At a cost of 170 points with 2 Horror crew or a cost of 200 points with 2 Flamer crew. The chariot has scythed sides.
The Horrors and Flamers are known to ride magical chariots drawn by Discs of Tzeentch. The chariot soar through the air and the Daemons strike from above with magical flame or lend support in a raging combat.
Profile M WS BS S T W I A LD
Flamer 9 3 5 5 4 2 5 2 10
Disc 12 3 - 3 3 1 3 1 10
Chariot - - - 7 7 3 - - -
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
SPECIAL RULES
The chariot can fly. Blue Horrors are assumed to hang onto the sides of the Chariot but will fall off if the Chariot flees. They will not stop pursuit of the chariot and are assumed to be torn apart when they fall off. A Horror is a Daemon, causes Fear, have a Daemon Saving Throw and is split when wounded. Horrors that split can still fit on the disc, or rather hang onto its side. A Flamer is a Daemon, causes Fear, have a Daemon Saving Throw, shoot flames and causes flame attacks in HTH. A Disc of Tzeentch is a Daemon, causes Fear, have a Daemon Saving Throw and can fly.
DISCRIDING FLAMERS
At a cost of 900 points per 9 models
Flamers are a strange mix of an upside turned mushroom and a predatory bird with two long arms that can spit magical flames. They sometimes ride the Discs of Tzeentch into battle. The discs resemble round, flat sharks and fly by magical means.
Profile M WS BS S T W I A LD
Flamer 9 3 5 5 4 2 5 2 10
Disc 12 3 - 3 3 1 3 1 10
SPECIAL RULES
A Flamer is a Daemon, causes Fear, have a Daemon Saving Throw, shoot flames and causes flame attacks in HTH. A Disc of Tzeentch is a Daemon, causes Fear, have a Daemon Saving Throw and can fly.
TZEENTCH CHARIOT DRAWN BY CHAOS SPAWNS
At a cost of 280 points with 2 horror crew or a cost of 310 points with 2 Flamer crew. The chariot has scythed Wheels.
Tzeentch is the Lord of Change and countless numbers of his minions have mutated into mindless spawns, they are put to good use t draw chariots into battle.
Profile M WS BS S T W I A LD
Flamer 9 3 5 5 4 2 5 2 10
Pink Horror 4 5 5 4 3 1 6 2 10
Blue Horror 4 3 3 3 3 1 7 1 10
Spawns 2D6 3 - 4 5 3 3 D6 10
Chariot - - - 7 7 3 - - -
SPECIAL RULES
Blue Horrors are assumed to hang onto the sides of the Chariot but will fall off if the Chariot flees. They will not stop pursuit of the chariot and are assumed to be torn apart when they fall off. A Horror is a Daemon, causes Fear, have a Daemon Saving Throw and is split when wounded. Horrors that split can still fit on the disc, or rather hang onto its side.
0-1 TZEENTCHIAN WIND OF CHANGE
At a cost of 300 pts per base, the wind uses monsterbases.
The powers of Tzeentch is so great that he is able to turn the very Winds of Magic under his control. As the Wind sweep over the landscape it changes everything that it passes, it is drawn towards the clashes of arms and the battlefield will soon be filling up with Chaos Spawns seeking new prey.
Profile M WS BS S T W I A LD
Wind of change 2D6 special 3 6 1 10
SPECIAL RULES
Immune to psychology and has a move of 2D6".
INSUBSTANTIAL
The Wind of Change can only be harmed by magical attacks and all to wound rolls are at 6.
SPAWNING ATTACK
In HTH an enemy unit is automatically hit by as many Spawning Attacks as the wind have bases. The attacks hit automatically and a model must roll under his Toughness or be turned into a Chaos Spawn under the command of the Tzeentch player. Daemons and Undeads are immune to this attack.
CHAOS SPAWN
At a cost of 630 points per 9 models
Chaos Spawns are the remains of once mighty Champions of Chaos. Their bodies could not withstand the strain of the rewards passed on to them by their masters. They are now a mindless pack that slither towards their enemies flailing with tentacles and attacking with savage ferocity, venting their rage and pain on the mortal creatures opposing them.
PROFILE M WS BS S T W I A Ld
Chaos Spawn 2D6 3 0 4 5 3 3 D6 10
OPTIONS
None
SPECIAL RULES
The Spawn causes fear, has a randomised Movement and number of Attacks and is immune to Psychology.
CHAOS LEGIONAIRES SECTION
The bulk of a Daemonic Legion is not made up by Daemons but by mortal warriors singled out to serve their Patron in a never ending battle. A Legionnaire is immortal but is doomed to fight a battle every day. At night all Legionaries slain in today's battle rise again and start making their way back to the Legion for another battle and possible another agonising death. The Patron Powers are remorseless and never grant their Minions any relief from their suffering. The Legionaries of Tzeentch wear ornate armour of electric blue and yellow and carry shields decorated with slightly twisted faces and adorned with multicoloured jewels.
All Legionnaire units are bought in groups of 9 models to honour their master. The units described below replace the description in the Legionaries section.
Champions of Chaos at a cost of 200 points per Champion.
0-1 Chaos Sorcerer Cabal at a cost of 520 points.
Legionaries at a cost of 335 points.
0-1 Legionnaire Spawn Riders at a cost of 935 points.
Mounted Legionaries at a cost of 720 points.
0-1 Chaos Mummies at a cost of 540 points.
CHAMPIONS OF CHAOS
At a cost of 200 points per Champion. You may have up to one Champion per Daemon Prince and Greater Daemon in the legion.
Champions of Chaos that are on the brink of becoming elevated to Daemonhood are often spirited away to a Legion so that the Patron Power can study his actions up close. The Champions are mighty warriors, sorcerers or even both. They have fought a thousand and one battles in the Old World or in the Chaos Wastes.
OPTIONS
A Champion may be mounted on a Chaos Steed with barding (+8 pts), a Disc of Tzeentch (+15 pts) or ride in a Chariotdisc (+170 pts). If the Champion rides in a chariot he takes the place of the 3rd Horror crewman.
TZEENTCHIAN CHAOS SORCERER CABAL
At a cost of 520 points per 9 models.
Many Champions of Chaos are mighty sorcerers and these often form into a unit of their own. Their chanting focuses the Winds of Magic and allow them to unleash terrible spells of destruction. The air above the Cabal crackle as the Winds of Magic form patterns of brightly coloured lightning.
SPECIAL RULES
The unit has a magic level depending on the number of models: 1-9 models equal a magic level of 1, 10-18 models equal a magic level of 2, 19-27 models equal a magic level of 3 and 28+ models equal a magic level of 4. Note that the magic level will drop as the unit takes casualties. In addition the Cabal may store one extra Winds of Magic card and may draw one extra spell.
0-1 TZEENTCH LEGIONAIRE SPAWN RIDERS
At a cost of 935 points per 9 models
Tzeentch is the Lord of Change and countless numbers of his minions have mutated into mindless spawns, they are put to good use as mounts for his Legionaries. The Legionaries of Tzeentch wear ornate armour of electric blue and rich yellow and carry shields decorated with slightly twisted faces and adorned with multicoloured jewels.
Profile M WS BS S T W I A LD
Legionnaire 4 6 6 4 4 1 6 2 9
Spawns 2D6 3 - 4 5 3 3 D6 10
EQUIPMENT
Legionaries wear chaos armour, carry shields, are armed with lances and ride Chaos Spawns.
SAVE: 3+ but hits are divided between the Spawn (1-4) and rider (5-6).
OPTIONS
The unit may carry a magic standard or a magic musician item. This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself. The unit may be armed with Basic Chaos Weapons at a cost of 10 points per model, the weapons may have a single property at the cost of +40 points per model.
SPECIAL RULES
The Spawn causes fear, has a randomised Movement and number of Attacks and is immune to Psychology.
MOUNTED LEGIONAIRES
At a cost of 720 points per 9 models
The Chaos Steeds ridden by Legionaries are mutated and the ground tremble as the Legionaries charge into the fray and very few warriors may stand against their charge. The Legionaries of Tzeentch wear ornate armour of electric blue and rich yellow and carry shields decorated with slightly twisted faces and adorned with multicoloured jewels.
PROFILE M WS BS S T W I A Ld
Legionnaire 4 6 6 4 4 1 6 2 9
Chaos Steed 8 4 0 4 4 1 4 1 5
Disc of Tzeentch 12 3 0 3 3 1 3 1 10
EQUIPMENT
Legionaries wear chaos armour, carry shields, are armed with lances and ride Chaos Steeds which have armoured barding.
SAVE: 1+ (Chaos Steed) or 2+ (Disc)
OPTIONS
Any units may carry a magic standard or a magic musician item. This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself. The unit may ride Discs of Tzeentch instead of Chaos Steeds at no extra cost. The unit may be armed with Basic Chaos Weapons at a cost of 10 points per model, the weapons may have a single property at the cost of +40 points per model.
SPECIAL RULES
A Disc of Tzeentch is a Daemon, causes Fear, have a Daemon Saving Throw and can fly.