Games Workshop 99120201063" Tzeentch-Kairic Acolytes Action Figure, Black

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Games Workshop 99120201063" Tzeentch-Kairic Acolytes Action Figure, Black

Games Workshop 99120201063" Tzeentch-Kairic Acolytes Action Figure, Black

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Description

Tzeentch Arcanite warbands called Covens have been occupying abandoned towers in the despoiled territory to perform their dark experiments and influence the warring warbands pitting them against each other.

and ended up being a massive time sink. Hopefully I can keep things simpler for the rest of the box and start pushing

The Showdown

these miniatures are skin, probably the main reason I started with them. Having base-coated them with Corax White I The 4 mono Chaos armies are special in that they can take any unit as long as it has the Chaos God as a keyword, even if its not in the book. Effectively what this means is you can take many Slaves to Darkness Units in a Tzeentch list as long as you give them the mark of Tzeentch. This has a few stipulations that will keep you from this this regularly. Since the new book came out, many Slaves to Darkness Warscrolls were updated so many of their command abilities only help Slaves to Darkness keyword, so you’d have to bring more Slaves to Darkness units to actually boost something. Second, they do not gain any of the army abilities of the Slaves to Darkness book, but they can get the Tzeentch abilities (essentially Locus of Change for Daemons). Rather that exhaust every example I will name a few that have some benefit to being in a Tzeentch army. Heroes Lord of Change Eldritch Cult: They whisper in the ears of the ambitious and frustrated within the Collegiate Arcane. [1] the bottom half highlighted with Khorne Red, up to Mephiston Red, then Evil Sunz Scarlet, then finally Troll Slayer

Tzeentch Arcanites are the mortal followers of the Architect of Fate, the Chaos god Tzeentch. Many mortal worshippers of Tzeentch are sorcerers, among the most ambitious and the hungriest for power of his servants. Scholars and other educated elites who desire unearthly knowledge and power are often drawn to the service of Tzeentch. [1] Overview Command Trait: Spell Hunters –Lets D3 units move 6″ before the first turn. Scout is always useful, whether its to get closer to your opponent for a turn 1 charge or to reposition yourself to psych your opponent out. Just note this is done before rolling for priority, so you could easily thrust your units 6″ out only to go second and leave them open to a barrage. B+

This is a solidly “OK” faction that in a book without Duplicitious Host would probably look a lot better. Screamers are better than they used to be and this faction makes them terrors. Guaranteed dispelling and scout rounds out the abilities with an all-around decent daemonhost. Mortal Covens The Cult of the Transient Form

While the Tzeentch army is vast and exciting, especially with new coalition rules, these are a few units you’ll always want to consider. 1. Lord of Change Instead of making 1 of the rolls from the list below for a friendly DISCIPLES OF TZEENTCH unit, you can spend 1 or more of your Destiny Dice. The roll you would have made is replaced with the roll on the Destiny Dice you spend. If you want to replace an xD6 roll ( core rules, 1.5.2), you must spend a number of Destiny Dice equal to the ‘x’. Any rolls that have been replaced count as unmodified rolls and cannot be re-rolled, changed or modified unless noted below. Destiny Dice can be spent in place of the following dice rolls: Pyrofane cult is not unheard of but definitely sees lesser play. It’s a very focused faction, honing in on amping up one unit. When this list was written it would likely have used the warscroll from the Arcane Cataclysm box set, which means it has its rend built in rather than relying on a spell to do it. The extra mortals after shooting are appreciated and can weed out some weaker things, while the very cheap ungors can blunt charges. Wellspring of Arcane Might –Reroll all casting and unbinding rolls for the bearer. This is obviously good on its surface, and can really help guarantee you get the Mass conjuration agenda to fire off. ASame deal with the shields – I'd actually also add those as an option for Tzaangors, who can after all use them in AoS (probably up their "autopistols" to S4, too – so you've got either the ranged aspect or the +1AP of the double-blades).

Maybe add a wargear option in the same slot as the scroll and vulcharc to let them cast a psychic power (or use a psychic action) in the Psychic Phase to buff their Coruscating Flames strength until the end of the turn? The Kairic Acolytes are very different to anything I've painted or any miniatures I've really seen. I love the masks,Now realistically these will almost never see use, because Covens force a unique Command Trait on your character, but I’m going to record them for posterity, if for some reason you really want to do your own thing: Arcanite Traits Absolutely. You've seen my post on making psychic powers less lolrandumb. Sometimes I wish 40k just slapped a "Psychic" keyword on some special rules but otherwise left them as mostly standard special abilities. Plots and grand schemes, years in the making, have come to fruition, and finally, the Disciples of Tzeentch reveal themselves. The bases were painted Regal Blue, then a layer of Ardcoat applied. I then cut out plasticard into shapes found on the Jon Anderson – Idoneth Deepkin: BCP erroneously says Lumineth, but this list has an Akhelian King, 2x Soulscryers and a whopping 60 thralls with a Krondspine.



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