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Lordofchangerender

Summary

Lords of Change are the Greater Daemons of Tzeentch. As manifestations of the Grand Schemer, the Changer of the ways, Greater Daemons of Tzeentch are hideously unpredictable and manipulative. They are the most readily summoned but also most likely to give false or misleading advice and prophecies to further their own eternal schemes. Many Champions make pacts with these Daemons and benefit greatly only for their plans and ambitions to disastrously come to nothing and leave them as twisted spawn rife with mutation. But should a Champion be cunning enough to outwit such a creature, the rewards are almost limitless. Mutation, division, strife, and discord are its goals, and many are the mortal, shortsighted fools who would follow the capricious Lord of Change, to be broken upon their own convoluted scheming.[1]

Powers and Stats

Tier: High 6-C, possibly High 6-B with magic | 5-C | Varies from Low 1-A up to 1-A

Key: Lords of Change | Exalted Lords of Change | Within the Realm of Chaos

Name: Lords of Change

Origin: Warhammer Fantasy

Gender: Has no true gender

Age: Unknown

Classification: Daemon of Chaos, Greater Daemon of Tzeentch, Aethyric Being

Powers and Abilities:

  • Fear Manipulation (Daemons are immune to the effects of Fear and Terror)
  • Soul Manipulation (Daemons do not have a conventional soul like mortals races)
  • Aethyr Manipulation (Lords of Change actively nullify and cause magic to backfire, dispelling any magical assault on them. Can traverse the Chaos Wastes with no effect, where Aethyr flows wildly and induces Corruption, Mutation, Madness, and Soul Manipulation, and are largely unaffected by the Realm of Chaos itself as Daemons are born in the realm)

Attack Potency: Large Island level (Bloodthirsters can generate storms with just their wing beats), possibly Large Country level with magic (Should be somewhat comparable to Nagash) | Moon level (Comparable to Incarnates, All the incarnates contain the energy inside of them required to perform feats like this) | Varies from Low Outeverse level up to Outeverse level (Daemons can ascend or descend the layers of The Warp at will)

Speed: Massively Hypersonic (Should be comparable to characters who can dodge lightning) | Same as before | Immeasurable in the Realm of Chaos (The Realm of Chaos is a place where cause and effect do not matter, and those who are experienced at traversing it can move back and forth through occurrences in a non-linear fashion)

Lifting Strength Class M (Should scale to Saurus Leaders and Warriors, who are able to crush rocks and steel), possibly Class T (Greater Daemons possibly scale to rituals, and thus possibly scale in strength to mage lifting towers, has possibly fought Exalted Greater Daemons, who are superior to this.) | Same as before | Immeasurable

Striking Strength: Large Island level, possibly Large Country level | Moon level | Varies from Low Outeverse level up to Outeverse level

Durability: Large Island level (Can survive blows from other Greater Daemons), possibly Large Country level against Magic | Moon level (Able to trade blows with Incarnates) | Varies from Low Outeverse level up to Outeverse level (Capable of defeating other entities within The Warp)

Stamina: Infinite (Daemons are incapable of physical exhaustion and are immune to vigour loss)

Range: Extended Melee Range with beak; Tens of Meters with Chaos Weapon; Kilometers to Tens of Kilometers with their passive Aura

Standard Equipment: Chaos Weapon

Intelligence: Genius (Should scale to other Greater Daemons. Sees all past, present, and future, and can manipulate events with great cunning. They are master deceivers and often are scheming for their own plans that are incomprehensible to mortal thinkers), possibly Nigh-Omniscient (Unlike other Greater Daemons, Lords of Change have unnatural sight to everything. They see all possibilities, past, present, and future, and can often see through the secrets of many mortals, their desires, thoughts, woes, and ambitions laid bare to them)

Weaknesses: None notable

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. Warhammer Fantasy Roleplay: Tome of Corruption; pg. 247-249
  2. Daemonslayer
  3. Demons of Chaos Armybook: 8th Edition
  4. 4.0 4.1 Codex: Chaos Daemons (8th Edition); pg 6
  5. Codex Chaos Daemons 8th edition page 7
  6. Path of the Renegade; Chapter Ten
  7. Codex Chaos Daemons 8th edition page 6
  8. 8.0 8.1 Realm of Sorcery Warhammer Fantasy Roleplay: 2nd Edition. has no definite existing physical reality of its own
  9. A Thousand Sons Chapter 10: Page 85

Discussions

Discussion threads involving Lords of Change
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