Lord of Change

(Unit)
Type: unit
Category: Characters
Categories: Daemon of Tzeentch, Greater Daemon, Faction: Daemons of Chaos, Characters
LinkId: 3fcfc240-47e5158a
Hidden: false
Options (1)

Profiles:

Unit Troop TypeUnit Size
Lord of Change

Behemoth (character)

1

Special Rule
Daemonic:

Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules: • Daemonic Instability • Fear • Immune to Psychology • Magical Attacks • Unbreakable • Warp-spawned A character with this special rule cannot join a unit without this special rule, and vice versa.

Daemon Of Tzeentch:

Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Flaming Attacks:

Any attack made or hits caused by a model with this special rule, or made using a weapon or spell with this special rule, is a ‘Flaming’ attack. In addition, a model with this special rule causes Fear in models whose troop type is ‘war beasts’ or ‘swarms’.

Unless otherwise stated, a model with this special rule makes Flaming attacks both when shooting and in combat (though any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding).

Fly:

Whenever a model with this special rule moves, it can choose either to move across the ground as normal, using its given Movement characteristic, or to move by flying through the air. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:

  • May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

  • May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa.

Infernal Favour:

A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.

Large Target:

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.

Lore Of Daemons:

A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below: • Plague Wind (Daemons Of Nurgle) • Pink Fire (Daemons Of Tzeentch) • Cacophonic Hymn (Daemons Of Slaanesh) • Gift Of Mutation (Daemons Of Tzeentch)

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Used By (1)
Daemons of Chaos(Catalogue)