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40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

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Tzeentch

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Skill 3
Idea 3
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Here is the First Draft for the Mortal and Daemonic Followers of Slaanesh

Quick Note. Where a Unit says - One Per Army - That means One Unit Per Army of Any Size Unless Otherwise Specified.

Warlord

Armour – 5 (5)
Aggression 8

Hearthguard

Exalted Horrors of Tzeentch

Armour 5 (5)
Aggression 1 (2)

Chaos Marines – Bipedal Creature, Purchase as normal for Creatures

With the Following Changes
Armour 5 (5)

Must Choose One Weapon
Close Combat: Aggression 5 (0)

Bolter: Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.

Warriors

Horrors of Tzeentch

Armour 4 (4)
Aggression ½ / (1)

Levy

Cultists

Melee

Armour 3 (3)
Aggression ½

Ranged

Armour 3 (3)
Aggression 1/3 (½)

Lord of Change: Tzeentch is the lord of Change and revels in complex schemes and carefully executed Chaos. He is also a master of Sorcery and gives his secrets to those followers who can earn them.

A Warband of Tzeentch must always contain a Sorcerer or can pay the points for a Sorcerer but instead give their Warlord the Magic Special rule. If a Warlord is a Sorcerer he will generate two magic Dice. So a Warband led by a Tzeentch Sorcerer Warlord would Generate 3 Magic Dice.

Additionally a Tzeentch Sorcerer Warlord can choose to either pick three spells for any of the Lore’s of magic or all the Spells from a single Lore.

When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”

and Twelve to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”

"A Sorcerer is never late my good sir, nor is he early he arrives precisely when he means to" - Ancient Terran Saying

While a Blow may appear to strike the foe in reality Tzeentch guides the force of the stroke to a nearby foe leaving the intended target utterly bewildered

Trickery of Tzeentch (6)
Melee

Choose an Enemy Unit within M of the melee (not a Hero)

The First Two casualties you inflict must be removed from the chosen unit not the one you are fighting.

As the Followers of Tzeentch tire so do they grow stronger as their fatigue is transformed into potential strength

Tireless Change (1-3 or 4-5 or 6)
Orders

Until the end of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your available Saga Dice and place it on your Combat Bonus.

If you use a 6, place the any side up rather than rolling.

One moment a group of warriors are charging the enemy the next the entire battle has changed while they stood motionless in time

Frozen in Time (1-3 or 4-5)
Activation/Reaction

Trigger this ability after the resolution of the unit’s charge, movement or shooting activation.

This unit may not be activated again this turn.

The many and interweaved plans of Tzeentch form a dense tapestry of fate itself that unravels just as the Lord of Change always planned, those which do not can quickly be corrected

Just as Planned (1-3, 4-5 or 6)
Orders

Turn One of Your inactive SAGA dice to show a face of your choice.

OR

Re-roll as many of your SAGA Dice as you want.

If a 6 is used resolve both effects.

Tzeentch sends warp flames to lick the very souls of the enemy, they burn the fabric of reality itself and make any resistance impossible

Flames of Tzeentch (1-3)
Activation

Activate a Unit to Shoot

During this shooting attack your unit gains two attack dice and the enemy may not use Saga Abilities or extra Defence Dice.

With a mere though Tzeentch can cloud the minds of mere mortals and cast their every decision into doubt

Warp Trickery (6)
Melee or Shooting/Reaction

The Saga Abilities step of this melee or shooting ends immediately.

The followers of Tzeentch can freely trade between defence and offensive actions with contemptuous ease

Change Made Manifest (1-3 or 4-5)
Melee or Shooting

Discard Two Attack or Defence Dice and Gain Four of the Opposite type.

The Fates of all are set in stone but the fates are not tied to the mortals that currently hold them

Fate Swap (1-3 + 6)
Activation

Choose a Friendly Unit and make a range M move then choose an enemy unit with at least a single point of Fatigue.

Swap the two units fatigue.

With a slight tug the plans of the foe become impossible to execute, grenades fail to detonate, battle cries turn to wimpers and shouted orders are lost to the winds of time

Tugging the Thread of Fate (1-3 + 4-5)
Orders

Select an Ability on your opponents Battleboard, this ability cannot be activated until the start of your next turn.

Tzeentch sends a wave of pure Warp Energy across the battlefield that brings on changes of every kind, tree’s grow tentacles, horns sprout from skulls and the armoured parts of the enemy becomes his greatest weak points

Wave of Change (6 + 6)
Melee or Shooting

Roll a die for each figure in your unit. Gain 1 attack and 1 defence dice for each result which is lower than your enemies armour.

"The path of Change is a twisted one indeed..."

Special Rules

Army Special Rule

Champion of Change: A Hero with this rule acts as a focal point for a sorcerer. A Sorcerer can cast spells treating this model as the caster, if the Champion of Change is not exhausted, however if an Abuse of Power occurs the hero will take enough Fatigue to become exhausted and the initial caster will roll on the chart as normal.

Thousand Sons Rubric Marines – Hearthguard – Creatures – 1 per Army

Armour 5 (5)
Aggression 4 (3)

Bolters

Cabal of Sorcerers: This unit can cast a single spell from any lore of magic. It does not generate any Magic Dice. Abuses of power effect a single model in the unit.

Screamers of Tzeentch – 1 Point – Hearthguard – 1 per Army

Armour 4 (4)
Aggression 1 ½

Cavalry, Flight

Screaming Wake: A Screamer of Tzeentch can make a special range L move which can move over enemy units and terrain. Any enemy unit moved over this way take a fatigue.

Apostle of Tzeentch – Saga Dice 1 – Lieutenant Variant

Armour 5 (5)
Aggression 4 (2)

Determination, Resilience (1), Loyal, Protector, Vision, Champion of Change

May Take a Heavy Weapon in which Case his Armour will be 4 (5)

Terminator of Tzeentch or Mutilator – Saga Dice 1 – Bi-Pedal Creature

Armour 5 (5)
Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal

Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.


Blue Horrors of Tzeentch – 1 Point – Levy

Armour 2 (2)
Aggression 1/3 / (1/3)

Cackling Fiends: The Blue Horrors cackle maniacally and infuriatingly in battle. Each enemy unit that could shoot at a unit of Blue horrors but elects not to must discard a single attack dice from their pool.

“The manipulations of Tzeentch are complex, eternal, and endless. Foil one scheme and two more come to fruition, like the severed heads of the fabled hydra. What might seem like failure is but one step on a long and winding path that only those who been have blessed with the insight and power of the Changer of Ways may follow.” - Attributed to Ankhu Anen, Guardian of the Great Library of Prospero

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