Disciples of Tzeentch – Changecaster, Herald of Tzeentch

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5"
5
5+
10
WARSCROLL

Changecaster, Herald of Tzeentch

Loping into battle on foot, the Heralds known as Changecasters summon the lurid flames of Tzeentch to engulf their foes. These screaming, living torches are thus marked as the next targets to be annihilated by the Change God’s faithful.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Changecaster, Herald of Tzeentch, is armed with Magical Flames, a Staff of Change and a Ritual Dagger.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero 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, you can re-roll 1 casting roll for this unit. If you do so, add 3 to the new casting roll.

Pink Fire of Tzeentch: The Changecaster conjures a tide of distracting warpflame that engulfs the foe and makes them vulnerable to enemy attacks.
Pink Fire of Tzeentch is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from save rolls for attacks that target that unit until your next hero phase.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, CHANGECASTER
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.
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.
© Vyacheslav Maltsev 2013-2024