14" 6 4+ 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.
Gaunt Summoners are masters of binding the daemons that infest their Silver Towers. Often they will transform a mindless Screamer into a Disc to ride upon, for the pride of the Summoners is such that walking upon the stagnant earth of the realms infuriates them. Surrounded by shoals of flying daemons or Discborne mortal acolytes, Gaunt Summoners observe the ebb and flow of battle with an obsessive curiosity. Any opportunity to unleash their arcane fires will be seized on with gusto, for the Summoners are always looking to outdo one another in seeking the favour of Tzeentch. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Changestaff [Crit (Mortal)] | ||||||||
Changestaff Crit (Mortal) | 12" | 3 | 4+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Disc’s Teeth and Horns [Companion] | ||||||||
Disc’s Teeth and Horns Companion | 2 | 4+ | 3+ | 1 | D3 | |||
Warptongue Blade | ||||||||
Warptongue Blade | 3 | 3+ | 3+ | 1 | 2 |
Deployment Phase |
KEYWORDS | DEPLOY |
Your Movement Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), CAVALRY, FLY, WARD (6+) |
CHAOS, DISCIPLES OF TZEENTCH, DAEMON, DISC OF TZEENTCH |
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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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
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The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The HERO keyword is used in the following Disciples of Tzeentch warscrolls:
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
The CAVALRY keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Disciples of Tzeentch warscrolls:
The WARD keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The DISC OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||