Disciples of Tzeentch – The Changeling
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5"
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5+
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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: 170
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

DESCRIPTION

The Changeling is a named character that is a single model. It is armed with the Trickster’s Staff.

ABILITIES

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 model. If you do so, until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and half the Move characteristic of that unit (rounding up).

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.
At the start of the first battle round, after armies have been set up but before the first turn begins, you can remove this model from the battlefield. If you do so, at the end of your first movement phase, you must set this model up again anywhere within your opponent’s territory more than 3" from any enemy units.

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 and Mystic Shield spells.

In addition, while this model is within 9" of an enemy WIZARD, it knows any spells on that WIZARD’s warscroll that are possible for this model to cast.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, THE CHANGELING
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.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
© Vyacheslav Maltsev 2013-2021