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TzeentchLord of Change
14
4+
10
WARSCROLL

Lord of Change

The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of their claw, they can hurl foes into the nightmarish Realm of Chaos, blast enemies with wyrdfire or steal opponents’ spells for their own use.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Rod of Sorcery18"2D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Tzeentch3"43+-2
Baleful Sword1"24+2+-23
Curved Beak and Wicked Talons1"44+3+-12
DAMAGE
Wounds SufferedMoveStaff of TzeentchInfernal Gateway
0-312"1+3+
4-610"2+4+
7-99"3+4+
10-128"4+4+
13+7"5+5+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Lord of Change is a single model armed with one of the following weapon options: Staff of Tzeentch and Baleful Sword; Staff of Tzeentch and Rod of Sorcery; or Staff of Tzeentch and Curved Beak and Wicked Talons.

FLY: This model can fly.

ABILITIES

Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When this model makes a casting, unbinding or dispelling roll, you can change the lowest D6 to match the highest D6.

Spell-eater: Tzeentch’s daemons revel in the Arcanum Optimar, summoning and dispelling even the most predatory spells at will.
Once per turn, in your hero phase, you can pick 1 endless spell within 18" of this model. That endless spell is dispelled.

Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this model successfully unbinds an enemy spell with an unbinding roll of 9+, this model can attempt to cast that spell, if it is possible for it to do so, for the rest of the battle.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Gateway spells.

Infernal Gateway: The Lord of Change opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. That unit suffers 1 mortal wound for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s damage table.

COMMAND ABILITIES

Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS while they are wholly within 18" of that model. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, WIZARD, LORD OF CHANGE
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
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.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The MONSTER keyword is used in following Tzeentch warscrolls:

Leader, Behemoth

The LORD OF CHANGE keyword is used in following Tzeentch warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020