The Mortal Realms are in full chaos mode after the Vermindoom. So, with the Hour of Ruin wrecking the usual balance, the Skaven menace has everyone scrambling.
Meanwhile, Tzeentch is absolutely thriving in the confusion, because of course he is. Therefore, his faithful get a proper haul: a new hero, a flashy terrain piece, and a fresh battletome. And since rivalries never sleep, Teclis and the Lumineth are also lining up their own new miniature and battletome to keep the smug wizard duel going.
Fatemaster Leads the Arcanites With Steel and Schemes
Fatemasters are the “war captain” side of the Disciples of Tzeentch. They command the martial Arcanite forces, which matters because even the most galaxy brain plan eventually hits the “roll dice, remove models” stage. They are described as skilled duellists, yet they win by cheating in the most Tzeentch way possible. Instead of meeting heroes straight up, they set traps and deceptions ahead of time.
So, the enemy wastes effort cutting down illusions while the real objective gets nicked elsewhere. It is classic Change God energy, and it sounds like a model that screams “I am here to ruin your turn.”
Argent Shards Turn the Battlefield Into a Sorcery Spotlight
The Argent Shards are the big terrain flex, and they fit the vibe perfectly. When Tzeentch fights, the air is full of shimmering magic and explosive spell nonsense, and these floating structures act as conduits for that power. So, they are basically “no hiding” pylons for the Disciples’ incantations.
Each shard is tied to a Silver Tower, either formed by the tower itself or crafted from a shattered chunk knocked loose during battle. They come in pairs, and they phase in and out of reality, which is delightfully obnoxious. Also, the gimmick is mean in a fun way: if your opponent destroys one shard, its twin can split in two. Therefore, the magic battery keeps running, and the barrage keeps coming.
Battletome Rules Focus on Fate Points, Reserves Tricks, and Big Format Support
Battletome: Disciples of Tzeentch brings the expected lore, art, and miniature photography, but the rules pitch is the real hook. Tzeentch gets a brand new battle trait that hands out fate points for key failures. That includes losing the priority roll, having spells unbound, miscasting, losing objectives, and even having Argent Shards destroyed. So, the army literally feeds on bad beats, which is a hilarious design identity.
Then you spend those fate points to “alter fate” in practical ways, like mitigating damage or boosting casting rolls. In addition, the battletome leans into battlefield confusion with reserve tricks. You can stash key units off the board and swap them with others mid battle, which sounds like a nightmare for opponents trying to plan clean activations.
On top of that, the book includes two Armies of Renown, including Oracles of Fate with Kairos Fateweaver and his daemons, and that one brings back Destiny Dice. There are also two Regiments of Renown, a new Spearhead, and Path to Glory content that lets you bend fate while forging your own hero. Plus, there will be a gamer’s edition, warscroll cards, and dice, because the merch engine never misses.
Boxes and Add Ons: Warpflame Cavalcade, Tzaangor Warflock, and Seekers of Silver
The Warpflame Cavalcade battleforce is basically Kairos showing up with a color coded arson kit. It includes three Screamers, three Flamers, an Exalted Flamer, a Herald on Burning Chariot, and 10 each of Pink, Blue, and Brimstone Horrors, plus Kairos himself. So, it is a chunky daemon core that can start an army fast. And since it lines up with Oracles of Fate, it also looks like a clean on ramp for that Army of Renown.
Spearhead: Tzaangor Warflock is the feathered chaos raid party. Tzaangor follow magical fluctuations divined by shamans, and now they apparently agree Spearhead boards are where they prove dominance. The box is led by a Tzaangor Shaman and includes three Tzaangor Enlightened, three Tzaangor Skyfires, and 10 Tzaangor. So, you get a mix of elite mobile pieces plus a body block unit, which sounds like a very “hit and posture” Spearhead plan.
Regiments of Renown: Seekers of Silver lean into the Silver Tower scavenger angle. Whenever a tower gets damaged, fragments of weird knowledge and power scatter, and these Seekers will ally with other Chaos forces while hunting those treasures. The Regiment is a Gaunt Summoner on Disc, a Magister on Disc, and three Screamers, which reads like a fast aerial utility bundle.
Summary and Outro
This reveals a Disciples of Tzeentch refresh that leans hard into “winning by making the game weird,” with a new Fatemaster hero leading the Arcanites through duels and long set deception plays, plus Argent Shards terrain that channels spell power and even splits when the enemy tries to destroy it. The new battletome doubles down on fate manipulation by awarding fate points for key failures like losing priority, miscasts, unbinds, losing objectives, and shattered shards, and then spending those points to swing results through damage mitigation and casting boosts, while also adding reserve swapping tricks for maximum battlefield confusion. On top of the core book support, you also get format friendly extras like Armies of Renown, including Oracles of Fate with Kairos and Destiny Dice returning, plus Regiments of Renown, a new Spearhead, and Path to Glory options for crafting a fate touched hero, alongside the expected gamer tools like cards and dice.
Finally, the Warpflame Cavalcade battleforce piles in daemons and Kairos for a strong start or Oracles build, the Tzaangor Warflock Spearhead brings a shaman led mix of Enlightened, Skyfires, and foot Tzaangor, and the Seekers of Silver Regiment adds disc riding wizards and Screamers for nimble treasure hunting, while the whole thing tees up the ongoing rivalry with Teclis and the Lumineth who are clearly not about to let Tzeentch own the “best wizard” conversation uncontested.
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