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TzeentchChangecaster, Herald of Tzeentch
5"
5
5+
10
WARSCROLL

Changecaster, Herald of Tzeentch

Wielding the pink changefire of its patron, a Herald of Tzeentch is a luminescent servant of the Changer of the Ways. Any that attempt to thwart its anarchic cause will soon feel the wrath of living flames or the mutating blows of its Staff of Change.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Change2"14+3+-1D3
Ritual Dagger1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Changecaster, Herald of Tzeentch, is a single model armed with Magical Flames and one of the following weapon options: Staff of Change and Arcane Tome; or Ritual Dagger and Arcane Tome.

ABILITIES

Fortune and Fate: The sacred number nine blesses any follower practising the arcane.
If this model successfully casts a spell with a casting roll of 9+, this model can attempt to cast 1 extra spell in that phase.

Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, when this model attempts to cast or unbind a spell, you can roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the casting or unbinding roll.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Pink Fire of Tzeentch spells.

Pink Fire of Tzeentch: The Changecaster conjures a tide of writhing warpflame that engulfs the foe.
Pink Fire of Tzeentch has a casting value of 9. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, CHANGECASTER
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
© Vyacheslav Maltsev 2013-2020