Disciples of Tzeentch – Fateskimmer, Herald of Tzeentch on Burning Chariot
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16"
8
5+
10
WARSCROLL

Fateskimmer, Herald of Tzeentch on Burning Chariot

Trailing flames and maniacal laughter, a Fateskimmer streaks across the skies. While the Herald conjures firestorms to engulf the foe, the living chariot it rides seeks to sear all those in its path, the Screamers at its fore biting their prey as they speed by.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magical Flames
Magical Flames18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Lamprey Bite
Lamprey Bite1"64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Aether-eater Host
 • Atra’zan’s Blazing Cavalcade

DESCRIPTION

A Fateskimmer, Herald of Tzeentch on Burning Chariot, is a single model armed with Magical Flames, Staff of Change and Ritual Dagger.

MOUNT: This model’s Screamers of Tzeentch attack with their Lamprey Bites.

FLY: This model can fly.

ABILITIES

Arcane Tome: This arcane tome holds scriptures of ancient incantation that allows a brief mastery of the Herald’s chosen spell lores.
Once per battle, when this model attempts to cast or unbind a spell, you can roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the casting or unbinding roll.

Sky-sharks: Screamers that manage to sink their teeth into a larger creature will not let go easily, eventually tearing off huge chunks of bloodied flesh.
If the target is an enemy MONSTER, change the Damage characteristic of this model’s Lamprey Bite to D3.

Wake of Fire: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.
After this model has made a normal move, you can pick 1 enemy unit that has any models passed across by this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Tzeentch’s Firestorm spells.

Tzeentch’s Firestorm: Searing balls of scarlet flame whip around the caster before spiralling outwards to engulf nearby enemies.
Tzeentch’s Firestorm has a casting value of 8. If successfully cast, roll a dice for each enemy unit within 9" of the caster and visible to them. On a 3+, that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, HORROR, TZEENTCH, HERO, WIZARD, FATESKIMMER
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
© Vyacheslav Maltsev 2013-2021