Disciples of Tzeentch – Gaunt Summoner

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DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
5"
5
6+
2
Gaunt Summoners are daemon monarchs of Tzeentch. There are nine of these dreaded sorcerers, and each is the lord of a Silver Tower – looming crystalline edifices that travel across time and space, disgorging hosts of daemons and Arcanites from their labyrinthine innards. Having been elevated to their station by Tzeentch himself, Gaunt Summoners are entrusted with schemes of immense complexity and import. They rule their Silver Towers as mad fiefdoms and delight in magically trapping rivals and adversaries within. These unfortunates are subjected to endless trials for the amusement of the Gaunt Summoners. Few ever escape; fewer still hold onto their sanity. Once, the Gaunt Summoners were given freedom by Tzeentch to pursue the accumulation of magical power as they saw fit, but Archaon the Everchosen wished to possess the might of the Gaunt Summoners for his own. The Change God concluded that allowing Archaon to seemingly usurp dominion of the nine daemon sorcerers would better serve his own ends. So did the Everchosen win the true names of all the Gaunt Summoners, never realising the subtle aid from which he benefited. Ever since, the Gaunt Summoners have chafed beneath his rule, plotting to one day rebel and claim his throne.
DISCIPLES OF TZEENTCH WARSCROLL
Gaunt Summoner
RANGED WEAPONS
RngAtkHitWndRndDmg
Changestaff [Crit (Mortal)]
Changestaff
Crit (Mortal)
12"34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Warptongue Blade
Warptongue Blade33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Deployment Phase
MINIONS OF THE SILVER TOWER: The warped fortresses of the Gaunt Summoners are infested with their thrall hosts.

Declare: Pick a friendly unit that has not been deployed to be the target.

Effect: The target is set up in reserve in a Silver Tower. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BOOK OF PROFANE SECRETS: Using this arcane tome, the Gaunt Summoner calls forth minions from their Silver Tower.

Declare: Pick a friendly unit in a Silver Tower to be the target.

Effect: Set up the target on the battlefield wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
DIVERT REALMGATE: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a realmgate, allowing malefic Chaos entities to storm the battlefield.

Declare: Make a casting roll of 2D6.

Effect: Units set up this turn using this unit’s ‘Book of Profane Secrets’ ability can be set up wholly within 18" of this unit and more than 7" from all enemy units instead of the distances in the ability.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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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).
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.
Those HEROES can join an eligible regiment as a Tzeentchian Deceiver.

Infantry Hero
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2024