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=====<span style="color:#01bbe3;">Named</span>===== *'''The Changeling:''' Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1" near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9". Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful. **With Formless Horror '''timing is critical'''. The ability activates ''"when the changeling fights"'' so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1" limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. *'''The Blue Scribes:''' S3 T4 W5 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12" (Ouch!). They also autocast a mostly-random Tzeentch power every turn, and if they successfully removed an opponent's power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can't be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don't randomly roll something you've already used. Actually, the FAQ says that's not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18" of the enemy and within 18" of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened). *'''[[Kairos Fateweaver]]:''' He knows Smite and all Tzeentch powers, has a casting bonus equal to the current turn (+5 to cast in the last turn!) and can choose one opponent's strategem to cost an extra CP for the rest of the game. Expensive and decent in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. Like the rest of the "We were really powerful psykers once. No, REALLY!" characters, the chicken king can deny three times. ** A few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC's S6/7 making him better in fights against VEQ's, but he can't take Relics, he can't take Exalted Traits, and the Warlord Trait he is forced into is fairly mediocre (can't perils, 5+++ vs mortal wounds). Since the codex limits you to one warlord trait, you'll probably want him if you're tooling up one generic Greater Daemon but still want a LoC.
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