Disciples of Tzeentch – Changecaster, Herald of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald of Tzeentch
5"
5
6+
2
Heralds of Tzeentch are the captains of the Change God’s scintillating hosts. These daemons have been granted greater individuality and command of magic than the gibbering Horror masses, though ultimately they remain nothing but pawns in Tzeentch’s schemes. There are numerous different ranks of Herald, each with a role to play in their master’s ineffable designs. Obsessed with showing off their status and outdoing their rivals, Heralds of Tzeentch festoon themselves with arcane tomes and trinkets, relics scrounged from the archives of the Impossible Fortress and leaden with magic. Changecasters are the lowliest form of Herald, charged with corralling packs of daemonic Horrors into something approaching a battleline. The difficulties of this task grate on even an immortal, ensuring that Changecasters have a bitter disposition assuaged only through acts of magical destruction. These Heralds are natural sorcerers and powerful loci of fell energy, capable of bathing enemies in mutagenic wyrdflame that sees their limbs agonisingly split, their flesh turn inside out or some other form of lethal unravelling overcome them. Yet Changecasters command little respect from their fellow Heralds, largely because they must suffer the indignity of walking upon the dull and constant surface of the realms.
DISCIPLES OF TZEENTCH WARSCROLL
Changecaster
Herald of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Passive
LURID FLAMES: 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.

Effect: Add 1 to hit rolls for combat attacks made by friendly units that target a BURNING enemy unit within 12" of this unit.

Passive
DAEMONIC LOCUS: Daemons are drawn to a Changecaster’s arcane aura.

Effect: Each time a friendly DISCIPLES OF TZEENTCH DAEMON unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Tzeentchian Deceiver.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024