Slaves to Darkness – Gaunt Summoner on Disc of Tzeentch
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16"
6
6+
8
WARSCROLL

Gaunt Summoner on Disc of Tzeentch

The Gaunt Summoners are strange daemon-sorcerers of Tzeentch bound to the will of the Everchosen. They glide above the battlefield on scintillating Discs of Tzeentch, laying the enemy low with arcane power and cursed daggers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Changestaff
Changestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warptongue Blade
Warptongue Blade1"13+4+-1
Blades and Stingers
Blades and Stingers1"D34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

A Gaunt Summoner on Disc of Tzeentch is a single model armed with a Changestaff and Warptongue Blade.

FLY: This model can fly.

MOUNT: This model’s Disc of Tzeentch attacks with its Blades and Stingers.

ABILITIES

Book of Profane Secrets: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a Realmgate, allowing malefic Chaos entities to manifest on the battlefield.
Once per battle, at the start of your hero phase, you can say this model will use its Book of Profane Secrets. If you do so, you can summon 1 unit from the list below to the battlefield, and add it to your army, but the number of spells that this model can attempt to cast in that phase is reduced by 1. The summoned unit must be set up wholly within 9" of this model and more than 9" from any enemy units.

Choose 1 unit from the following list:

Hovering Disc of Tzeentch: A Gaunt Summoner mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly.

Warptongue Blade: Those cut by a Warptongue Blade soon find their bodies wracked with sickening and uncontrollable mutations.
If the unmodified wound roll for an attack made with a Warptongue Blade is 6, that attacks inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a save roll).

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 Flames spells.

Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them, and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. If that unit is a MONSTER or WAR MACHINE, roll 3 dice for each model instead.

KEYWORDS
CHAOS, DAEMON, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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.

The DAEMON keyword is used in the following Slaves to Darkness warscrolls:

None
• Furies
Leader
Leader, Behemoth
Behemoth

The EVERCHOSEN keyword is used in the following Slaves to Darkness warscrolls:

None
Leader
Leader, Behemoth

The WIZARD keyword is used in the following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021