Description: At the start of the battle, roll two dice and put them to one side, representing a prophecy granted to the Sorcerer. The first time during the battle that your opponent rolls exactly two dice (for example, when making a Leadership test, a charge roll, a Psychic Test using two Warp Charge points, a model firing an Assault 2 weapon, etc) and the result matches the two dice you put aside, the prophecy comes to pass and a unit of Daemons is immediately summoned within 18" of the Sorcerer from the Disciples of Mannon, as if he had just manifested a conjuration psychic power. Roll a D6 to determine what kind of unit is summoned.
1-3 10 Pink Horrors of Tzeentch
4-5 3 Screamers of Tzeentch or 3 Flamers of Tzeentch
6 1 Lord of Change or 1 Herald of Tzeentch