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TzeentchKairos Fateweaver
14
4+
10
WARSCROLL

Kairos Fateweaver

Kairos Fateweaver can see the past and the future, and he uses this ability to twist destiny to suit his own malevolent purposes. The twin-headed terror is a master of magic known as the Oracle of Tzeentch – wherever he goes, change is sure to follow.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Tomorrow3"33+-12
Beaks and Claws1"54+3+-12
DAMAGE
Wounds SufferedMoveStaff of TomorrowGift of Change
0-312"1+6
4-610"2+D6
7-99"3+3
10-128"4+D3
13+7"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Kairos Fateweaver is a named character that is a single model. He is armed with the Staff of Tomorrow and his Beaks and Claws.

FLY: This model can fly.

ABILITIES

Mastery of Magic: To master the arcane is to embody the grand design of the Changer of the Ways.
When this model makes a casting, unbinding or dispelling roll, you can change the lowest D6 to match the highest D6.

Spell-eater: Tzeentch’s daemons revel in the Arcanum Optimar, summoning and dispelling even the most predatory spells at will.
Once per turn, in your hero phase, you can pick 1 endless spell within 18" of this model. That endless spell is dispelled.

Oracle of Eternity: The oracle uses his insight to guide reality into fulfilling his own prophecies. A single twist in fate can mean utter devastation to any who cross Kairos.
Once per battle, in either player’s turn, if this model is on the battlefield, you can replace a single dice from one of the following dice rolls with a result of your choice.

Casting rolls
Unbinding rolls
Dispelling rolls
Run rolls
Charge rolls
Hit rolls
Wound rolls
Save rolls
• Any roll that determines the Damage characteristic of a missile or melee weapon Battleshock tests

Note that this ability only allows you to replace a single dice roll. For 2D6 rolls (such as casting rolls or charge rolls), you can only replace 1 of the dice. In addition, any rolls that have been replaced count as unmodified rolls and cannot be re-rolled or modified further.

MAGIC

Kairos Fateweaver is a WIZARD. He can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Gift of Change spells. In addition, while friendly WIZARDS are wholly within 18" of him, Kairos Fateweaver knows any spells on those WIZARDS’ warscrolls that are possible for him to cast.

Gift of Change: As Kairos traces a burning sigil in the air, he gifts his foes the boon of mutating flesh.
Gift of Change has a casting value of 8. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers a number of mortal wounds equal to the Gift of Change value shown on the caster’s damage table. If any models were slain by this spell, before removing the first slain model, you can add a TZEENTCH CHAOS SPAWN to your army and set it up within 3" of the slain model’s unit.

KEYWORDS
CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, WIZARD, LORD OF CHANGE, KAIROS FATEWEAVER
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The TZEENTCH and CHAOS SPAWN keywords are used in following Tzeentch warscrolls:

None

The MONSTER keyword is used in following Tzeentch warscrolls:

Leader, Behemoth

The LORD OF CHANGE keyword is used in following Tzeentch warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020