Disciples of Tzeentch – The Changeling

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5"
5
5+
10
WARSCROLL

The Changeling

A master of illusionary disguise, the Changeling hides amongst its quarry, sowing confusion amongst their ranks. Upon throwing aside its fleshly masquerade, the Changeling uses sorcery and its Trickster’s Staff to openly blast its foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Trickster’s Staff
The Trickster’s Staff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

The Changeling is armed with the Trickster’s Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Change Host
 • Overseer’s Fate-twisters

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Arch-deceiver: None can detect the veil of the Changeling. Assuming the form of comrade and ally, it reveals itself only when its plans have been made a reality.
After deployment but before the first battle round begins, you can remove this unit from the battlefield. If you do so, at the end of your first movement phase, you must set this unit up again anywhere within your opponent’s territory more than 3" from all enemy units.

Puckish Misdirection: The Changeling can manipulate the most stalwart of warriors while appearing as a trusted advisor or comrade.
In the enemy hero phase, you can pick 1 enemy unit within 9" of this unit. If you do so, until your opponent’s next hero phase, subtract 1 from hit rolls for attacks made by that enemy unit and halve the Move characteristic of that enemy unit (rounding up).

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, THE CHANGELING
Army List
Warscrolls collated

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
© Vyacheslav Maltsev 2013-2024