Disciples of Tzeentch – The Changeling

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DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
5"
6
5+
2
The daemon known as the Changeling is Tzeentch’s prime agent of misrule. None but the Lord of Flux has ever laid eyes upon this shapeshifting trickster’s true face, for it has assumed countless identities and guises over the centuries. Amongst its greatest coups was thieving seven of Nurgle’s sacred tomes from their place beside the Plague God’s cauldron, bringing Tzeentch many of his rival’s secrets. Arguably the Changeling’s grandest deception, though, was creating the persona of Valius Maliti, the master architect who designed many of the first Cities of Sigmar. In these bastions of Order, therefore, lie subtle flaws, ready for exploitation by Tzeentch’s legions. The Changeling considers engaging in battle to be a personal failure, for spreading discord from the shadows is far more satisfying. Even so, there is a certain thrill to be found in impersonating officers and trusted companions, misinterpreting or mislaying orders so that an enemy force finds itself suddenly vulnerable amidst the carnage of war. Should the Changeling’s disguise somehow be seen through, this is no great concern to the daemon; the eldritch fires it summons and the form-shifting powers of its Trickster’s Staff can overcome most potential impediments.
DISCIPLES OF TZEENTCH WARSCROLL
The Changeling
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Tzeentchian Deceiver.

Deployment Phase
ARCH-DECEIVER: None can detect the veil of the Changeling. Assuming the form of comrade and ally, it reveals itself only when its plans have been made a reality.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 3" from all enemy units.

Your Hero Phase
6
DISCORD AND CONFUSION: The Changeling is a master of deception and bait-and-switch tactics.

Declare: Make a casting roll of 2D6.

Effect: Subtract 1 from hit rolls for attacks that target this unit until the start of your next turn.

In addition, until the start of your next turn, roll a dice each time this unit is targeted by an ability that is not an ATTACK ability. On a 4+, another eligible unit must be targeted by that ability instead of this unit. If it is not possible to target another unit, that ability has no effect.
KEYWORDSSPELL

Enemy Hero Phase
PUCKISH MISDIRECTION: The Changeling can manipulate the most stalwart of warriors while appearing as a trusted advisor or comrade.

Declare: Pick an enemy unit within 9" of this unit to be the target.

Effect: Roll a dice. On a 3+, halve the target’s Move characteristic for the rest of the turn.

KEYWORDS
UNIQUE, 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).

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

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
© Vyacheslav Maltsev 2013-2024