Tzeentch never plays it straight, and that is the joke and the threat. However, this rules preview leans hard into that chaos brain energy.
Instead of simple firestorms, it is illusions inside illusions. Meanwhile, every little setback becomes fuel for the comeback.
All Part of the Plan Turns Losing Into a Resource
The new core idea is fate points, and you earn them when things go wrong. So if you lose priority, miscast, or get a spell unbound, you profit. Additionally, if you lose an objective you held, or if an Argent Shards piece gets destroyed, that also pays out.
Then you spend those points on practical boosts. Destined to Serve shaves damage out of the pool before it lands, which is huge for keeping key pieces alive. Meanwhile, Destined for Battle pumps charge rolls, and Destined Arcana spikes casting. Consequently, you can drip feed points for steady advantages, or hoard them for a decisive swing.
Eldritch Illusions and Smoke and Mirrors Enable Dirty Swaps
Next comes the misdirection engine. Eldritch Illusions lets you pull up to three non monster units off the table into special reserves, and they stick around longer than normal. However, the real spice is Smoke and Mirrors, which swaps a unit on the board with one hidden in illusion.
So if a Gaunt Summoner is about to get ventilated by Freeguild Fusiliers, you can trade him out. Likewise, if Screamers of Tzeentch tag an objective early, you can replace them with Pink Horrors to gum up scoring. There are guardrails, though, since you cannot chain swap the same unit immediately, and you cannot use the swap to enter combat. Therefore, timing matters more than raw trickery.
The Fatemaster Adds a Trapdoor for Arcanite Units
Finally, the Fatemaster shows up as both brawler and chess player. Also, it swings with four Rend 2 damage 2 attacks, so it is not just vibes. Its signature play, Long in the Planning, costs two fate points and protects nearby Arcanite by yanking them into illusion reserves when a charge gets too close. Then it can reappear later with a masked retinue, which sells the whole ambush magician fantasy.
Summary
Overall, these rules make Disciples of Tzeentch feel like a faction that wins by rewriting the question mid turn. Moreover, fate points reward you for surviving the mess, while illusion swaps punish opponents for committing too early. Even the new Battletome: Disciples of Tzeentch vibe screams long con. And if this is only the tip, the next reveals should get properly unhinged.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!






