Disciples of Tzeentch – Fatemaster

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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 WoundTo WndRendDamageDmg
Fireglaive of Tzeentch
Fireglaive of Tzeentch2"33+3+-1D3
Teeth and Horns
Teeth and Horns1"D34+3+-1D3

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 60mm
Notes: Single

A Fatemaster is armed with a Fireglaive of Tzeentch.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arcanite Cabal

FLY: This unit can fly.

MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.

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

Lord of Fate: Tzeentch’s chosen disciples can affect the destiny of those around them.
Add 1 to wound rolls for attacks made by friendly DISCIPLES OF TZEENTCH units wholly within 9" of this unit.

Army List
Warscrolls collated

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The MORTAL keyword is used in the following Disciples of Tzeentch warscrolls:

Leader, Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
© Vyacheslav Maltsev 2013-2024