The Oracles of Fate
An Army of Renown for Disciples of Tzeentch: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
Effect: Roll 9 dice and place them to one side. These are your destiny dice. Destiny dice can be spent during the battle to change certain dice rolls. You can never have more thna 9 Destiny dice at once.
During the battle, instead of making a roll from the list below for a friendly Oracle of Fate unit, you can spend your destiny dice. The roll you would have made is replaced with the roll on the destiy dice you spend. If you want to replace a 2D6 roll, 3D6 roll, etc. you must spend a number of destiny dice equal to the number before 'D6'. Any rolls that have been replaced count as unmodified rolls, and they cannot be re-rolled or modified by other friendly abilities except for those that apply negative modifiers (but they can be modified by enemy abilities). You cannot spend destiny dice to replace re-rolls.
Destiny dice can be spent in place of the following dice rolls:
• Casting rolls
• Unbinding rolls
• Banishment rolls
• Run rolls
• Charge rolls in your turn
• Hit rolls
• Wound rolls
• Save rolls
Declare: You can only use this ability if the total value of your unspent destiny dice is exactly 9.
Effect: Re-roll all of your unspent destiny dice. Then, until the start of your next turn:
• Friendly Oracles of Fate units have Ward (5+).
• Subtract 1 from save rolls for enemy units.
Heroes (9)
Changecaster, Herald of Tzeentch5" · 5W · Sv 6+ 130
Fateskimmer, Herald of Tzeentch on Burning Chariot12" · 10W · Sv 5+ 150
Gaunt Summoner5" · 5W · Sv 5+ 160
Gaunt Summoner on Disc of Tzeentch14" · 7W · Sv 5+ 190
Kairos Fateweaver12" · 16W · Sv 5+ 400
Lord of Change12" · 14W · Sv 5+ 380
The Changeling5" · 6W · Sv 5+ 140 Fluxmaster, Herald of Tzeentch on Disc
14" · 6W · Sv 4+ 180 The Blue Scribes
14" · 5W · Sv 4+ 180
Units (8)
Blue Horrors and Brimstone Horrors6" · 1W · Sv 6+ 120
Burning Chariot of Tzeentch12" · 8W · Sv 5+ 130
Exalted Flamer of Tzeentch9" · 5W · Sv 5+ 110
Flamers of Tzeentch9" · 2W · Sv 5+ 130
Pink Horrors6" · 2W · Sv 5+ 170
Screamers of Tzeentch14" · 3W · Sv 5+ 80
Screamers of Tzeentch (Scourge of Aqshy)14" · 3W · Sv 5+ 120 Ephilim's Pandaemonium
6" · 2W · Sv 6+ 100
Manifestation Lore
Declare: This Manifestation must use this ability in each hero phase. Pick each unit (friendly and enemy) within 9" of this Manifestation to be the targets.
Effect: Roll 2 dice, pick either result, then apply the corresponding effect for the rest of the turn:
1 No effect.
2-3 Heal (D3) each friendly Disciples of Tzeentch target. Inflict D3 mortal damage on each enemy target.
4 Friendly Disciples of Tzeentch targets can use Charge abilities even if they used a Run ability in the same turn. Enemy targets cannot use Run abilities.
5 Add 1 to hit rolls for attacks made by friendly Disciples of Tzeentch targets. Subtract 1 from hit rolls for attacks made by enemy targets.
6 Add 1 to wound rolls for attacks made by friendly Disciples of Tzeentch targets. Subtract 1 from wound rolls for attacks made by enemy targets.
Effect: Add 2 to the Attacks characteristic of this unit's Snapping Jaws for each fate point you have.
Declare: Pick a visible friendly Disciples of Tzeentch Wizard within 3" of this Manifestation to be the target.
Effect: The target can immediately use a Spell ability from the Lore of Change or the Lore of Fate.
Designer's Note: *That spell does not count towards the number of Spell or Banish abilities the target can use this phase.*
Declare: Pick a friendly Oracles of Fate Wizard to cast this spell, pick 1 of the friendly Manifestations below that is not on the battlefield, then make a casting roll of 2D6.
• Burning Sigil of Tzeentch
• Daemonic Simulacrum
• Tome of Eyes
Effect: If there is already a friendly Manifestation from the list above on the battlefield, it is immediately banished and removed from play. Then, set up the Manifestation you picked within 1" of the caster and visible to them.
Spell Lore
Declare: Pick a friendly Oracles of Fate Wizard to cast this spell, then make a casting roll of 2D6.
Effect: Pick 1 of the following effecst:
*Change the Past:* Pick an enemy unit within 12" of and visible to the caster, that is in combat and that has not been picked to be the target of this ability this turn to be the target. Roll either 4 dice or a number of dice equal to the number of unspent destiny dice you have. For each 4+, inflict 1 mortal damage on the target.
*Seize the Present:* Until the start of your next turn, add 1 to run rolls and charge rolls for friendly Oracles of Fate units while they are wholly within 12" of the caster.
*Predict the Future:* Roll a dice. You must replace 1 of your destiny dice with that roll.
Artefact of Power
Effect: If this unit is contesting an objective, remove it from the battlefield and set it up again contesting an objective and more than 7" from all enemy units.
Heroic Trait
Effect: Roll a dice. If you have 9 unspent destiny dice, you must replace 1 of your destiny dice with that roll. Otherwise, place that dice to one side as a destiny dice.