Changes

Daemonic Powers: lost 3 in update
====<span style="color:#01bbe3;">Daemonic Powers</span>====
Any '''TZEENTCH DAEMON HERO''' can be given one of the following Daemonic Powers
#'''Lord of Flux''': In your Hero Phase any enemy unit with 3" of your Hero take a Mortal wound on a 4+. There are much better options out there than this measly thing. It is a 50% chance to do one mortal wound on units that are in combat range of your Hero... keeping in mind that because this activates in your Hero Phase, your Hero must survive through a full turn of combat for it to even activate.
#'''Aura of Mutability''': All your Tzeentch Daemon units within 3" of the Hero get re-rolls of 1's to wound. This works for shooting so put your Hero near big Horror units or Flamer units to allow them to wound more.
#'''Cursed Ichor''': Whenever your Hero suffers a wound, on a 2+ a random enemy unit within 1" of them takes a mortal wound too. Good for a suicide bomb Hero to run at an enemy Hero you want dead and blow both of em up.
#'''Wellspring of Arcane Might''': Tzeentch Daemons within 9" of the Hero re-roll 1's to cast. Keep in mind that Horrors and Gaunt Summoners are Tzeentch Daemons, too. Also helps to make sure a Lord of Change pretty much never fails a casting roll.
#'''Aspect of Tzeentch''': while this Hero is on the field, any time you use a Destiny Dice for anything while he is on the field, you roll a D6, on a 6 you get a new one right back. Don't bet on this working more than twice per game, but those two times are already damn good.
#'''Mark of the Conjurer''': Gives two Fate Points instead of one, if a successful casting roll was a double and not unbound. Could be very good with Lords of Change and cogs.
====Notable Artifacts of the Realms====
9,300
edits