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There’s a new fate point system coming for the Disciples of Tzeentch. If this replaces the Destiny dice then I’m all for it.

One of my personal least favorite mechanics in dice games is the “dice replacement” ability. I don’t like these systems because they allow for too much control over the outcome of things that are supposed to be random. It’s been my issue with the Disciples of Tzeentch Destiny Dice and the Adepta Sororitas Miracle Dice; I really don’t like those rules systems. And I know there’s been some attempts over the years to reign them in but I’d rather seem them removed and replaced with something different.

That’s why I’m glad to see the new Fate Points for the Disciples of Tzeentch. Maybe, just maybe, this is a system I can get behind. But what makes it different? Let’s dive in to find out.

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Disciples of Tzeentch Fate Points

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Dedicated to playing the long game, no matter what happens to Tzeentch’s forces, the God of Change considers it All Part of the Plan. When you lose the priority roll, miscast a spell or have one unbound, lose control of an objective, or have one of your shiny new Argent Shards destroyed, you gain a fate point.

Okay, so what do you DO with these Fate Points once you’ve accumulated them? You spend them of course! But on what? That’s the next part of these rules. The Disciples of Tzeentch can spend these points to “nudge” fate around. Here’s a couple examples:

You can spend a Fate Point to remove 1 damage from a damage pool. Or you could use Destined For Battle to increase a charge roll by 1 per point:

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It’s worth noting that you can also spend more than one point on these abilities. That means you can really pump them up and let loose if you want/need to. I’m curious to see what the other abilities are as well.

“Isn’t this just the same thing but with a different skin? You’re still ensuring outcomes and spending a resource to do it.” Yes, it’s similar. However you’re not just swapping a “1” for a “6” and making sure that instant-death power kicks off*. And it seems like you’re going to have to build up your pool of points vs just starting out with 9 dice you can use at the start of the game. Albeit for very specific things. Overall, while you’re still spending a resource to manipulate outcomes, this one seems more limited on paper and it’s seems a lot less “swingy” comparatively. Swapping a “1” for a “6” would basically cost you 5 of these new Fate Points as opposed to just 1 Destiny Die.

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The current Destiny Dice Rules

By the same token this also seems like a more consistent mechanic overall. You could get really unlucky with the Destiny Dice and just roll 9 dice that are all 1s. That’s highly unlikely but still possible. You could NOT roll any 6s with those dice and then your master plan would be over before it started. With the Fate Points, you can at least build up points that you can then spend. I’d rather have that be the reward for my “bad dice” instead of getting stuck with useless Destiny Dice all game.

*Back in 2nd/3rd you could ally in Archaeon and then swap his Wound Rolls out for a “6” or two and instantly trigger his Slayer of Kings ability to destroy a hero instantly. It was a massive investment but it was also a tad too consistent.

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More Tricks From Tzeentch

The new Fate Dice aren’t the only mechanic update either. There’s also new illusory powers to use. I’m very curious to see what else they are packing because these powers seem nuts.

In one example from the WarCom team they mentioned swapping out Screamers who’ve made it to an enemy objective in the back with some Pink Horrors to sit there and hold it. Or to swap out a character that’s about to get deleted with something more expendable. Also, these units that are in reserve don’t get destroyed until the end of the fifth battle round, too! That means you can keep them in there basically all game long.

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The Fatemaster can also tap into these powers and setup some “nah, I’m out” plays in the game thanks to his Long In The Planning ability. It costs 2 Fate Points but that seems worth it to bait a charge or save a valuable unit from being destroyed.

There’s even more rules coming for the Disciples of Tzeentch. It’s about to play like a whole new army!

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Goodbye Destiny Dice! Hello Fate Points!


Writer, Editor, Texas Native, and now Tex-Pat, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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