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Tzeentch is the name given to a malevolent chaos deity who represents the vitality and volatility of change in the Warhammer roleplaying game series. Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation and grand scheming.
In his mind, Tzeentch listens to the hopes and plans of every mortal and every nation and through his own complex plots and manipulation he alters the course of history to achieve some great plan beyond mortal knowledge. Tzeentch is often visualized as the serpent which writhes and twists to represent constant change and this is mirrored in its symbol with curves and points to represent change and conclusion.
Rubric Marines are the former marines of the Thousands Sons Marine Legion. A spell known as the Rubric of Ahriman was created to curb the mutations that had begun to ravage the legion. It did this, but at the cost of every non-psychic member of the legion having their bodies crumbled to dust and their souls bound within their armor. The spell also had the effect of dulling the minds and wills of the unfortunates affected by it, leaving them as little more than automatons. In battle, Rubric Marines are highly difficult to destroy, being essentially animated suits of armor, and are equipped with weapons that have been enchanted by the sorcerers who lead them in battle.
These are the members of the Thousand Sons Legion who did have psychic powers. The Rubric of Ahriman very greatly improved the abilities of the Legion's psychics, making them far, far more deadly. Aspiring Sorcerers are champions of Tzeentch, and lead their Rubric Marine brothers in combat. The presence of a Sorcerer energizes the souls of the Rubric Marines, improving their normally sluggish speeds to a pace more reminiscent of their speed in life.
one of the most powerful servants of the Lord Of Change and a full-fledged villain in his own right - please see Ahzek Ahriman for more information on the magical miscreant.
Lord Of Change
Lords of Change are the Greater Daemons of Tzeentch and are exceptionally powerful sorcerers and resourceful manipulators who appear to mortals as omniscient bird-like beings. Their magical abilities are so strong that the most powerful sorcerous incantations of mortals are reckoned to be but simple tricks to a Lord of Change. They are said to be able to turn scores of men into boneless spawn at a mere glance, destroy an armored vehicle with a flick of a finger or wrench the soul out of even the mightiest warriors with a simple word. Furthermore they are capable of seeing the near future which allows them to predict their foes and allies every move. Thus a Lord of Change can only truly be defeated when it is part of one of Tzeentch's grand schemes, when he tricks his own Daemon by sending it false visions of the future.
The vast majority of Lords of Change are armed with a Staff of Tzeentch, a powerful force staff which not only provides a potent focus for their psychic energy, but also allows them to unleash rampant mutations in targets, transforming enemies into mindless chaos spawn. Those rare lords of change who prefer to engage in close combat may be found armed with a baleful sword, a massive blade infused with the energy of the warp which is able to make even the slightest of cuts mutate into ever-growing flesh.
Horrors are Lesser Daemons of Tzeentch and manifest as an ever changing mass of shifting limbs with a cackling face in the centre. Tzeentch creates almost all of them as cheerful, babbling Pink Horrors - a Pink Horror splits into two smaller Blue Horrors when its body is destroyed - while these two are just as powerful as their former Pink self, Blue Horrors tend to squabble endlessly among themselves as their cheerful nature is reversed with the splitting.
Just like other Daemons of Tzeentch they are capable of sorcery. Depending on the power of a Horror, this sorcery can range from the common hurling of warp flames to more exotic powers such as the creation of arcane items from their bodies or the manipulation of mortal minds by imitating strange and exotic musical instruments. Horror Packs rely heavily on their ranged sorcerous attacks but even in melee they are difficult to deal with. Although weak in close combat, their magical, twisting bodies are hard to destroy and can regenerate whole limbs with ease.
Flamers of Tzeentch
Flamers (also known as the Pyrodaemons of Tzeentch, Keepers of the True Flame of Change, Candelabra Mutationi) are writhing Lesser Daemons of Tzeentch. The body of a Flamer is a headless conical torso. It has two long arms, both terminating in weird stumps, which are adorned with razor-sharp teeth and flickering tongues, and continuously belching acrid and sulphuric smoke. Flamers move by bumping and hopping around, leaping into the air in a gravity-defying and comical fashion.
Flamers excel at leading assaults on defensive position, since there is no fortification that can offer protection against their magical fire. They attack by unleashing roaring gouts of alchemical fire from their arms. These fires are highly unpredictable, and can have a wide variety of effects - sometimes burning anything that they come in contact with to ashes in a multi-hued conflagration, sometimes turning them into frozen crystal, or even spraying surprised enemies with an iridescent cascade of sweet-tasting liquor. They have also been known to project gasses that dissolve all living tissues, leaving behind only empty armour and uniforms, while on other occasions, they have the exact opposite effect, leaving the enemy unscathed but naked and defenceless.
Screamers, often referred to as Sky-sharks, are the Daemonic Beasts of Tzeentch. They soar through the warp in groups in search for souls. Screamers are very agile due to their ability of flight and possess a feral but cunning intellect. Though they are able to use magic based attacks, their greatest weapons are their so called Warp Jaws which allow them to chew through all kinds of solid matter, even the armored hide of a space ship. In a direct confrontation there are few that can withstand their jaws or outrun their wings.
Disks Of Tzeentch
Disks Of Tzeentch are modified versions of Screamers used as flying mounts for those Tzeentch finds worthy - only the chaos god's most trusted or powerful followers are allowed to ride these incredibly swift daemon steeds.
Usually found supporting both the demonic legions and mortal followers of Tzeentch are daemon engines. Daemon Engines can vary greatly in form and function, but they are all unified by one factor - the physical shells of the vehicles/walkers contain bound daemons which fully control their actions and movements. Daemon Engines have an insatiable bloodlust and revel in violence and destruction. They also exude an aura of death and hatred that can overwhelm lesser foes and typically possess vastly increased durability compared to a non-possessed vehicle.
These are daemonic super-heavy assault aircraft, dedicated to Tzeentch. The Fire Lord resembles a daemonically-possessed aircraft in the shape of a bird of prey. Its jewel-encrusted hull is studded with swiveling lascannons and the pinions of its majestic wings bear a pair of deadly flame cannons. The aircraft is capable of tremendous speeds, making it capable of devastating attack-runs - dropping its deadly cargo of firestorm bombs on helpless foes below. The Fire Lord is sometimes used as an attack vessel on Tzeentch-aligned chaos vessels.
The flame cannon fires deadly, magical warpfire and can cause a number of unpredictable effects, just like the flames emitted from a flamer of tzeentch. The bombs are also warp-based in nature. Lascannons are powerful laser cannons which can reliably pierce through most types of armor with relative ease, but possesses a somewhat poor rate of fire, making it unsuitable for use against infantry.
The Doom Wing is a daemonically-possessed chaos aircraft in the shape of a bird of prey. Doom Wings are fast attack craft which streak across the skies on glittering metal wings. They are driven by three powerful engines of unspecified nature and are armed with a deadly underslung flame cannon for strafing ground targets and attacking airborne opponents, as well as reducing even reinforced buildings to flaming rubble. The tremendous speed of the Doom Wing makes it difficult to counter with anti-air defences, but also limits its manoeuvrability so that it has to make long straight attack runs against its targets.
The Doom wing is considered a smaller variant of the fire lord and operate in squadrons of up to three.
Silver Towers of Tzeentch
A silver tower of Tzeentch is a colossal daemon engine of Tzeentch, the Dark God of Sorcery. A Silver Tower forms an outlandish sight - a collection of stunningly beautiful, intricately carved towers resting upon a circular disc; it floats above the battlefield supported by nothing but sorcery. Each Silver Tower is subtly different in its creation and sometimes appearance, yet all are disturbingly gigantic and beautiful. The Tower is full of dozens of Tzeentchian thrall-wizards, who's sorcery drives the powerful weapons the tower is armed with. The Master of each Silver Tower is an exalted sorcerer of tzeentch- A magician who possesses great power and knowledge.
The Silver Tower's weapons are fueled by the powers of the Thrall Wizards aboard and take the form of sorcerous blasts of Warp power. The exact number of secondary cannons mounted on the construct are unknown to the inquisition, though the number may simply be different from one Silver Tower to the next, as befitting the randomness and love of change for its own sake of Tzeentch.
- Beam of Power - a single, highly potent, energy blast capable of damaging even the most heavily armoured targets
- Bolts of Change - multiple blasts of warp energy, fired in large volleys
In addition to its considerable offensive capability, a Silver Tower is protected by powerful wards which form a strong wall of energy shielding not only the Tower itself, but also other nearby allied vehicles and infantry.
A nightmarish daemon engine construct of Tzeentch, created on the strange world of Q'sal. Slightly smaller than a main battle tank, the Mirrorfiend appears as a glimmering, polished beast that reflects base reality into constantly altering shapes on its silvered surface. Shaped like one of the giant beetles of the desert, it moves with an unnatural grace and speed that contradicts its massive form. When on the ground, the body is supported by six spindly legs that do not seem capable of supporting its weight, with insectoid wings of spun light that somehow allow it to scuttle through the air as easily as it does on the land. Trapped in each shell is a named Greater Daemon of the Architect of Fate, furious at its imprisonment and eager to wreck its vengeance upon all mortals. The originally dullen lead vessel shimmers as the daemon merges with metal, a fraction of its essence transmuting the base shell into a reflector so perfect that light appears to shy away from its surface with disdain, eager to bounce away from such matter.
Chained into its metal cage, the daemon within the Mirrorfiend exerts what power it can on the outside world through its psychic powers and the metal claws of its new body. Scores of Sorcerer-handlers prod the creature against their foes, seeking for the Mirrorfiend to rend only their enemies. They carefully watch the binding wards for signs of decay lest the daemon escape, knowing that Tzeentch is pleased with their display of power only as long as they maintain it.
When sent into battle, massive pincers of daemonflesh emerge from the Mirrorfiend, each a symbol of the soul-lust barely constrained within. Its power also emerges as invasive tendrils of Warp energies, delving into those near it with twisting visions that reflect the memories of its foes with doubts and fears even as its surface reflects their visages into mutated shapes. Many weak mortals fall to their knees questioning their very existence even before the Mirrorfiend grows near enough to snip off their heads, ending all such doubts. Some Mirrorfiends have even tricked their creators with such powers, breaking free and wrecking death on all around them before returning into the Warp. Depending on the soul-chains used to bind it, the Daemon Engine may also display a wide range of psychic talents. While armour falls to its mandibles, other targets fall prey to blasts of raw sorcerous energy.
An aerial daemon engine of Tzeentch, created on the world of Q'sal. Q'Sal is a self-sufficient, largely peaceful and highly industrious world, whose heretic inhabitants have the freedom to use the power of the Warp in their creations. Ruled over by the powerful Sorcerer-Technocrats of the three cities of Tarnor, Velklir and Surgub, the Æther Ray is the direct result of all three often rival cities working more or less together in its creation. Ather Rays act both as transports for the elite of Q'Sal as well as a powerful symbol of each of its cities' might. Those viewing the beast soaring above them know the terrible power enchained within, and the even greater power it took to keep such a creature bound in service.
Built on a light alloy chassis and draped with metallic fabric daubed with runes that burn the eye, the main chassis is massive and smooth, more akin to ocean life than the air. Once infused with the essence of bound screamers of Tzeentch, however, it shows its true nature. The fabric hardens as the foul energies permeate the material, translating gross matter into a fleshy alloy that ill-refracts light and brushes off gravity. Sharpened wings grow out from the sides, and an iridescent fluked tail emerges from the rear. Quasi-organic strands extrude along the back, ready for those who dare ride atop the beast to grab hold for their very lives. When the change is complete, the form reveals the daemons used in its creation, a huge flattened metallic ray now ready to take flight. The very air around it shimmers with the contained hate of the daemons bound within, eager for escape and destruction.
Each Æther Ray is bound to a specific sorcerer with runes infused with the tendrils of his soul, so while theft is impractical, sabotage is not uncommon. Slight alterations in the runic bindings have enabled some to be used for travel across the void, using globes that appear as thin as soap bubbles to contain lives of the riders. Further research suggests that Warp travel is also possible for these Daemon Engines, though no one is known to have tried. To ride atop a Ray, knowing that if the daemon should break its shackles even the smallest amount can lead to a painful, plummeting death, is fearful enough. To ride one through the Sea of Souls could lead to a fate far worse, for death would be only the beginning of an eternity of torments. Some whisper that this has already been accomplished, and Æther Rays are ready to glide above new worlds to spread the might of Q'Sal across the Screaming Vortex.
Æther Rays are commonly crafted in three sizes, depending on the desires of their Sorcerer-creator. Passengers ride along the back and sides of the Daemon Engine, holding on via cleverly extruded grips and foot anchors as they fly to their inscribed destination.
The Auruntaur is a gigantic daemon engine of Tzeentch, created on the world of Q'sal. The Auruntaur was born of a catastrophic mishap within the forges of Tarnor during the last ruinous wars between the cities. The Auruntaur literally stands above any war engine produced on Q'Sal. Thus far, only one has been created as its designer and binder, R'Suleir the Grand, sacrificed himself and his life's work to bind a daemonic monstrosity to his construct. When he realised the power of the daemon he had entreated, he sacrificed the entire slave pool and all his apprentices to control the daemon. This created the single largest war creation to come from the planet. Since the loss of the original designer, however, it is unlikely that there will be another, as any construction like it would break the pact which has maintained the peace between the three cities of Q'Sal.
Only slightly smaller in height than a medium battle titan, the Auruntaur is a golden, four-legged creature of destruction, built largely of ensorcelled materials and housing a daemon of immense power. Where the main body is entirely mechanical, the centaur-like upper torso is mostly daemonic. The two arms sport relatively close-range weaponry for something of its huge size, but they are no less devastating to their targets. The right arm is mechanical, covered in spines that almost appear alive but are made of hardened brass. It is tipped with a huge, rune-etched blade capable of slicing vehicles in half. The left arm is akin to that of a gargantuan flamer of tzeentch, fleshy and mutable. It vomits forth great gouts of Warpflame, and creatures and vehicles alike are either altered drastically or destroyed under these iridescent fires.
The Auruntaur has no head; instead, mounted firmly in the chest, is a single red, cyclopean eye and a platform jutting out mid-abdomen, ringed with spikes suggesting a fanged under bite. Atop the platform, bound by the final incantations of the master artificer, R'Suleir's most accomplished apprentices still struggle to maintain control of the daemon. None of them show signs of aging or fading in power, but there are many who wonder how long that will last and what will happen should any of them falter and the daemon gain control.
In generations past, the Auruntaur has awoken to action but none can fathom what drives its actions. It quelled a renegade slave rebellion in Tarnor, but also released a Warpfire plague that burned much of Velklir. It destroyed an entire section of Surgub's outskirts, crashing towers into the sea, but then marched to eradicate an invasion for blood-crazed Khornate warriors. These excursions are thankfully short-lived, few relishing the site of this massive creation marching towards its unknowable destinations. Many of the more power-hungry and mad techno-sorcerers have tried to entreat the Daemon Engine to work for them, but are met with infuriating silence. For the last two hundred Terran years, the Auruntaur has been totally inactive, standing vigil over one of the blighted areas at the equator of Q'Sal as though expecting something to emerge from the dead zone. Entire chaos cults have sprung up near it to worship the daemonic machine, their sacrifices perhaps to a god that does not bear witness to their rites. Many of the elite keep wary eyes and Warp-auguries focused on the Auruntaur, afraid both that the mad engine might come to life and that it will not should Q'Sal need it to survive.