Disciples of Tzeentch – Gaunt Summoner on Disc of Tzeentch

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16"
6
4+
8
WARSCROLL

Gaunt Summoner on Disc of Tzeentch

Tzeentch’s dreaded Gaunt Summoners often go to war atop a daemonic mount known as a Disc of Tzeentch, a flying platform from which they can unleash their most devastating and spectacular spells.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Changestaff
Changestaff18"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warptongue Blade
Warptongue Blade1"23+3+-2D3
Teeth and Horns
Teeth and Horns1"D34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 40mm
Notes: Single

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

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

FLY: This unit can fly.

MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Book of Profane Secrets: This arcane tome gives the Summoner control over the spells from the Lore of Fate.
Add 1 to casting rolls, dispelling rolls and unbinding rolls for this unit. In addition, this unit knows all of the spells from the Lore of Fate.

Lords of The Silver Towers: The Gaunt Summoners delight in imprisoning foes in their Silver Tower.
Once per battle, at the end of a phase, you can pick 1 enemy HERO that is within 9" of this unit and that made an attack that targeted this unit in that phase, or caused any mortal wounds to this unit with an ability or spell in that phase (even if the wounds or mortal wounds were negated). If you do so, roll 2D6. If the roll is greater than the Wounds characteristic of that HERO, that HERO is removed from play.

Designer’s Note: The HERO cannot be returned if you are allowed to to bring back slain models (the model has not been slain).

Silvered Portal: A portal to their Silver Tower allows the minions lurking within to enter the fray.
After you have deployed this unit, when you would set up another friendly TZEENTCH unit that is not a MONSTER, you can say that it is in this Gaunt Summoner’s Silver Tower as a reserve unit. Up to 2 units can be set up in reserve in this way. At the end of any of your movement phases, you can set up 1 or more of these units on the battlefield wholly within 9" of this unit and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in a Silver Tower are destroyed.

Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. 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 5 dice for each model instead of 1.

KEYWORDS
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER ON DISC OF TZEENTCH
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.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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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.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The MONSTER keyword is used in the following Disciples of Tzeentch warscrolls:

Leader, Behemoth
Behemoth
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2024