|Chaos in the Old World | Published 24 July 2009|
Tzeentch is the Changer of Ways, the Weaver of All Fates, the Great Conspirator, and the architect of the fate of the universe. He takes great delight in the plotting and scheming, and favors the cunning over the strong, the manipulative over the violent. His hands twist the strands of fate, and many a mortal has been unaware of the help they provide to the Lord of Change. His plans and conspiracies know no bounds, and the culmination of one, is merely the beginning of another. To become Tzeentch, you must become his schemes.
Before us is the twisted web of deceit, lies, manipulation, and above all else, the face of endless and boundless change.
“Control your fate or somebody else will” - Heinrich von Pierer
Mistrust and discord are the call signs of Tzeentch. Every thought sparks hundreds of new conspiracies, every action sets a million plans into motion. The entire world dances to Tzeentch’s tune. Conquering the world is completed through the clever manipulation. Advancing your dial requires finesse, as you must corrupt a region steeped in magic. Every spell you cast in a region helps further this goal, and the other gods will unwittingly also add their magic to the regions. In addition to the spells cast by your enemies, magic comes in the form of the vile ratmen, the Skaven. Their all consuming greed for the Chaos rock, Warpstone, unearths many new repositories of magic for you to feast upon.
Intrigue and manipulation are your best weapons, but you can be a deadly fighter. Your spells are capable of moving your followers to anywhere in the world through the use of Teleport, giving you a sudden influx of magically powered warriors. In addition to moving your disciples, you also possess the ability to cancel your opponent’s spells. This power can change the course of a game, removing Khorne’s second battle in a region, preventing Nurgle from placing his last corruption to destroy an area, or forcing Slaanesh to battle. Every god must consider your power, as you can manipulate even their own followers into other areas of the map, leaving a precious region ripe for your influence.
“It is usually more important how a man meets his fate than what it is.” - Karl Wilhelm von Humboldt
Your worshippers are power hungry, and dedicated to you body and soul. The acolytes, your cultists, are your first line of deception. Once upgraded, they may transport the magical Warpstone across the board to a place of your choosing. Warpstone acts as a focus for magic, making it easier for you to advance your dial. Living embodiments of change, the Horrors, your soldiers, caper about the fields of battle madly shifting their shape and striking in new fashions with each blow. They sow madness and discord wherever they appear, and can prevent your opponents from playing spells in an area containing them. Magically charged, and armed with vast knowledge, the Lords of Change are your incarnation in the world of men. These massive vulture-headed daemons trail schemes and subterfuge in their wake. Although not as physically strong as Khorne’s Bloodthirster, or as tough as Nurgle’s Great Unclean One, the Lord of Change lets you advance your dial every time you corrupt a region containing one. As each turn of the dial is one big step towards victory, these daemons can dramatically shift the tide of the game.
“Fate is for those too weak to determine their own destiny.” - Kamran Hamid
Your image and effigy shall be heralded across the entire world. First, you must lay the plans that guarantee your forces victory. Then you pull the strings that make the other powers dance. Everything that happens in the Old World is by your hand. Now you must show off your brilliance. Let the forces of change, lies, and manipulation take the world.
Chaos in the Old World is a game of conquest, pitting the four Ruinous Powers of Chaos against each other for control of the Old World. Players must out summon, out play, and outwit theirs rivals to ensure their domination of the lands for ages to come.
This sounds intresting i think Tzneetch has allways been the most unexplored of the four main powers. I also think he should be subject to some kind of randomly generated rules as he is the lord of change and although he may be aiming for supremacy he of all the gods is just as likely to scheme against himself. The only constant is change.
Ah ha, sneaky sneaky! :P :P
Tzneetch gets teleports AND counterspells? Sounds pretty powerful... I think Tzneetch will be my god of choice, can't wait to get this! :D