Age of Sigmar: Disciples of Tzeentch – Even More Rules Revealed
Games Workshop is unleashing the Disciples of Tzeentch. Now we’re getting a deeper dive and more reveals for their rules!
Yesterday we got a really great deep-dive into the Lumineth Realm-lords. Today, it’s the Disciples of Tzeentch’s turn. Once again, Warhammer Community has an excellent breakdown of the tips, tactics, and tricks you can pull with this army. However, I’m not going to cover all that. Instead, I want to focus on the rules that were shown off in that write-up. If you’re playing Disciples of Tzeentch, I highly recommend you read that full article. Heck, even if you’re playing against them! It helps to know what’s coming at you. That said, let’s get into these new rule previews.
Disciples of Tzeentch Rule Reveals
Oh and before we dive all the way in to the new stuff, you might want to familiarize yourself with their new Fate Point mechanic as well as the new Argent Shards. Those rules will have an impact on the rest of these reveals. Now then…where were we.
The first big reveal here is The Changeling’s new kit. The Arch-Deceiver ability allows for some sneaky spell slinging.
What’s that whole “masked by illusions” rules? That’s from the previous reveals. Here’s the rule for completeness sake:
As you can see, Tzeentch is packing some very interesting tricks in the new Battletome. Now, if only there were loads of spells to sling from these tagged units. Oh wait, this is Tzeentch we’re talking about. So of COURSE there’s loads of spells!
Tzeentch has (at least) two spell lore to tap into. Lore of Fate of and Lore of Change. We got a look at a few of these spells today as well.
This spell creates a bubble of “invisible” units to the enemy. It’s really not that hard to pull off either due to the whole “smoke and mirrors” ability above. Drop a wizard in, pop this spell, and suddenly enemy units outside of 12″ of those units can’t see them. Seems handy!
We also know that the Infernal Gateway is the unlimited spell from the Lore of Fate, too. And apparently it’s packing loads of mortal wound generation.
For the Lore of Change we’ve got the classic Bolt of Tzeentch. You can see the rule above. It’s the unlimited spell and it just allows for some classic spell slinging of mortal wound as well. It also cause the target unit to get a -1 to wound rolls until the start of your next turn. That part is extra mean.
More Formations For Tzeentch
The Disciples of Tzeentch have four formations to use this time around. First up we have the Fated Blades. This one is for folks who want to charge into battle and overwhelm the enemy with attacks. Note that the benefit triggers on a charge roll of 9+. However, that’s NOT an unmodified roll. Spell those Fate Points, folks!
Another formation is the Malevolent Schemers. This crew carries the Inevitable Ending with them. It allows you to wrack-up some extra Fate Points based on units getting destroyed.
As for the other two, we know the following:
- Denizens of the Silver Towers – you’ve got a 50% chance to get a Fate Point back after spending any. I’m assuming it’s a 4+ on a D6 roll here.
- Mutants and Mad Things – Drop a unit from reserve near a battlefield edge during your movement phase.
That last formation seems really good with the Eldrich Illusions!
More Unit Rules Revealed
First up, we’ve got a look at the Magister on Disc of Tzeentch. They have the Spellmaster ability which gives them a nice boost when they successfully unbind a spell. Keep in mind you can also unbind your OWN spells which would net you a Fate Point and give the Magister +1 to cast.
Here are a few other random rule drops:
- Kairos Fateweaver – Master of Destiny allows him to “influence” a dice roll once per round. This ensures a 6 on a D6 roll or a 9 on a 2D6 roll. He can also grant a wizard a free Magical Intervention after they successfully unbind a spell. Finally, he has Fateful Reverse which can give a unit strike-first against a charging unit and it also removes any Charge (+1 Damage) bonuses, too.
- Lord of Change is now Wizard (3). They have a built-in +1 to-cast. They can also summon replacement Daemon units for the low cost of a Command Point. Oh and their warscroll has a new spell that allows for a unit to make a normal move during the hero phase.
- Kairic Tome – artefact of power that gives the bearer a +1 or -1 to their casting rolls. Why would you ever want a -1? So your opponent can unbind a spell easier and thus net you a Fate Point.
Honestly, there’s loads more in that article from WarCom. Again, you really should pop over and check it out for yourself. I think between the Disciples of Tzeentch and the Lumineth Realm-lords, Age of Sigmar is finally getting some much needed “flavor” back in their battletomes. Are they complicated? Yes. There’s a lot of synergy with these rules and a lot to remember. But once you master it, both of these armies sound like powerhouses to play!
The magic is about to FLY on the tabletop in Age of Sigmar.






