Disciples of Tzeentch – Magister

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DISCIPLES OF TZEENTCH WARSCROLL
Magister
6"
5
4+
2
Magisters are amongst the most magically powerful of Tzeentch’s mortal servants. It is they who lurk at the heart of an Arcanite cult, manipulating all and sundry to ensure the Change God’s will is carried out. Though they prefer to operate from their sorcerous lairs, when Magisters take to the field, they revel in unleashing their most devastating evocations. With a gesture, these master sorcerers summon roaring flames of every colour or exude rays of pure changemagic that warp enemies beyond recognition. The more outlandish the fate they can inflict, the more honour they do to the Changer of the Ways. Magisters are privy to eldritch secrets that have twisted them into something unnatural. Their limbs grow long and backwards-jointed, while their faces mutate into leering masks or sprout with clusters of iridescent eyes. Yet for all their arcane might, Magisters are still mortals, and they risk body and soul each time they channel the unbound potential of change. Many are the tales of Magisters who drank from the font of their god’s power too eagerly and found themselves eventually overwhelmed by it, reduced to a mewling lump of flesh. But Tzeentch demands unlimited ambition from his Magisters, and the lure of ultimate sorcerous might is a prize they will go to any length to claim.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff [Wyrdflame]
Tzeentchian Runestaff
Wyrdflame
18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Warpsteel Sword
Warpsteel Sword33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Your Hero Phase
MAGIC-TOUCHED: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those however, that delve too deep into this source of power.

Effect: If this unit successfully cast a spell this phase, for the rest of the turn:
  • Add 1 to this unit’s power level.
  • If 2 or more dice in a casting roll for this unit have the same value, the spell fails, its effect is not resolved and D6 mortal damage is inflicted on this unit.

Your Hero Phase
WEB OF INTRIGUE: Magisters excel in pre-empting the crude schemes of their enemies, directing their cultic minions to outmanoeuvre them in turn.

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Until the start of your next turn, each time your opponent declares a MOVE ability for the target, before reactions are used, you can pick a friendly ARCANITE unit that is not in combat and is within 12" of the target. That friendly unit can move 3", but it cannot move into combat during any part of that move.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
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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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 Arcanite Cabalist.

Infantry Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
© Vyacheslav Maltsev 2013-2024