TZEENTCH

The Daemons

MWSBSSTWIALd
Lord of Change891077710610
Daemon Prince6776548510
Pink Horror Champ4665317310
Pink Horror4554316210
Blue Horror4333317110
Flamers of Tzeentch9355424210
Discs of Tzeentch12303313110

Special Rules

All daemons have a 4+ save that is negated by magic weapons

The Lord of Change and the Daemon Prince both cause Terror

Lord of Change, Daemon Princes, and Discs of Tzeentch all fly

Horrors of Tzeentch have no daemonic saves because of reasons told below

When Pink Horrors sustain a wound, instead of dieing, they split into two Blue Horrors. Take the wounded model out of the unit and then place two Blue Horrors in the back of the unit

Flamers, Horrors, and Discs of Tzeentch all cause Fear

If a unit of Horrors has a musician in the unit then it carries the Drum of Change. The Drum of Change allows the unit to store one more Winds of Magic Card, so it can store up to two

A unit of Horrors are able to use Tzeentch magic. A unit of 1-5 can have 1 spell, 6-10 can have 2 spells, 11-15 can have 3 spells, and 16 and up can have 4 spells. This ability makes the unit a wizard, therefore it can retain Winds of Magic Cards

Daemon Princes of Tzeentch are able to modify any one dice roll per battle by +1/-1

Flamers of Tzeentch can shoot Magical Flames 6" in the shooting phase. There is no deduction for long range, and each model hit sustains D6 Strength 3 hits

Beacause of their mushroom bodies, Flamers bound over terrain. They can cross any obstacle without penalty

Flamers also use their flames in Close Combat where they do D3 wound per hit


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