Lord of Change

Model NameMTSvWLdOC
Lord of Change
100mm
12"106+ 4++186+5
Keywords:
, Scintillating Legions, Daemon, Tzeentch, Lord of Change, Summoned, Character, Monster, Fly, Psyker, Chaos
Ranged WeaponsRangeABSSAPD
Rod of sorcery
psychic
18"628-12
Bolt of Change – witchfire
psychic
18"929-11
Bolt of Change – focused witchfire
hazardous, psychic
18"929-23
Melee WeaponsRangeABSSAPD
Baleful sword
extra attacks
Melee337-23
Staff of Tzeentch
psychic
Melee536-13

Abilities

Daemon Lord of Tzeentch (Aura):While a friendly Scintillating Legions unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
Master of Magicks (Psychic):In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability.

Wargear Options

This model can be equipped with one of the following:
  • 1 rod of sorcery
  • 1 baleful sword

Wargear Abilities

Unit Composition

1 Lord of Change
This model is equipped with: Bolt of Change; staff of Tzeentch.

Costs

1 model - 270pts

Leader

Led By

Stratagems

NameDescription
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP CHRONOSORCEROUS BLEED
Detachment: Changehost of Deceit
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).
1CP GLIMMERSHIFT PORTAL
Detachment: Changehost of Deceit
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Scintillating Legions units from your army (excluding Monsters), or one Scintillating Legions Monster unit from your army, if all of those units are more than 6" horizontally away from all enemy units.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
1CP SULPHUROUS VEIL
Detachment: Changehost of Deceit
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP ETHEREAL PHANTASM
Detachment: Changehost of Deceit
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Scintillating Legions unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units.