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====Named Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kairos-Fateweaver-2019-en.pdf Kairos Fateweaver]:''' (440pts, Daemon Wizard) Kairos has a pretty decent melee profile and decent survivability, just like all Lords of Change. He also shares their rule for better casting rolls and auto dispell endless spells. one of his minor gimmick that can replace one dice rolled by any player with any desired result like fate dice. His primary ability is being a Master wizard, able to cast/unbind 3 times and he knows all spells from friendly Wizards' warscrolls wholly within 18". Woo. (No seriously woo! So long as Kairos is within 18" of a Changecaster, he knows Pink Fire which he is much better at casting. Having access to the Curseling's Glean Magic spell can yield fun results, steal a spell and execute the enemy wizard with the following) his unique spell ''Gift of Change'' is fairly strong as it deals a flat 6 MW while Kairos is full health, one shotting most heroes and turning them into spawns. The downside of taking him is he's less versatile or less support than a normal Lord of Change; he costs more and can't take Artefacts and Command Traits. Still useful for that single, guaranteed dice roll. Ensure an opponent fails a critical save. **The spawn is created in the hero phase. This means you can retreat in the movement phase and run your spawn to an objective, force a unit in melee to pile-in towards the spawn, use it to string out huge infantry blobs or maybe just block your enemy's movement phase with the 3" don't-come-near-me. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Changeling-2019-en.pdf The Changeling]:''' (170pts, Deamon Wizard) A fun little hero unit. Can redeploy him be for the game on your opponent's side of the board 3" from everything at the end of your first movement phase and at the start of each enemy turn you can give a unit within -1 to hit and half their movement Until your turn. Good on certain occasions like when your enemy brings a few fast units to keep you from moving up the board or getting close to artillery. Also interesting is that he can use the spells of ''all'' Wizards around him. He has lost his copy enemy weapon attacks, but gained the ability to cast two spells per turn, so you'll wan him further from melee than before. **Use the Changeling in conjunction with Changehost to land a Purple Sun of Shyish or Realmscourge Rapture in your enemy's lines. Coupled with Kairos, they will wreak havoc in your enemy's army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Blue-Scribes-en.pdf The Blue Scribes]:''' (160pts, Deamon Wizard) Now a very powerful caster. They can automatically cast anything on 2+ with 1d6 and to unbind their attempt, thought you needed a 9 or more? This allows you to cast ''any'' overpowered spell with impunity. Don't want to be a jerk? No problem, you can also just use their own spell, which gives nearby Tzeentch Wizards re-rolls to cast. Those Casting Value 9 Herald Spells getting you down? Don't forget the Blue Scribes can attempt to learn any spell cast near them so if you get your Pink Fire off using your arcane tome, the Blue Scribes can learn it on a 4+ and in subsequent turns cast it on a 2+. Give them Tzeentchs's Inferno too and have fun. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_eyes_of_the_nine_en.pdf Vortemis the All-Seeing]:''' (160pts, Arcanites, Mortal, Wizard) Must be taken with the Eyes of the Nine. He's essentially just a magister with a unique spell that gives a free CP to spend on the At the Double, Forward to Victory, or Inspiring Presence commands.
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