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TzeentchFatemaster
16"
6
4+
8
WARSCROLL

Fatemaster

More than just a powerful warrior, a Fatemaster is surrounded by an aura of change. Mounted atop Discs of Tzeentch, Fatemasters streak into combat, slicing foes with their fireglaives while manipulating fortune for the benefit of their Arcanite Cult.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Fireglaive of Tzeentch2"33+4+-D3
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Fatemaster is a single model armed with a Fireglaive of Tzeentch.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Hovering Disc of Tzeentch: A Fatemaster mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly.

Soulbound Shield: This shield can shelter the wielder against even the most potent magical attacks.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.

COMMAND ABILITIES

Lord of Fate: Tzeentch’s chosen disciples can affect the destiny of those around them.
You can use this command ability at the start of your hero phase. If you do so, pick a friendly model with this command ability. Until your next hero phase, you can re-roll hit rolls for attacks made by friendly TZEENTCH units wholly within 9" of this model.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, ARCANITE, HERO, FATEMASTER
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The MORTAL keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020