Disciples of Tzeentch – Kairos Fateweaver

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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 WoundTo WndRendDamageDmg
Staff of Tomorrow
Staff of Tomorrow3"33+-12
Curved Beaks
Curved Beaks1"54+3+-12
Wounds SufferedMoveStaff of TomorrowInfernal Gateway

Unit Size: 1      Points: 440
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Kairos Fateweaver is armed with the Staff of Tomorrow and Curved Beaks.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Change Host
 • Overseer’s Fate-twisters

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase.

FLY: This unit can fly.

Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with raw magic.
Add 1 to casting rolls, dispelling rolls and unbinding rolls for friendly TZEENTCH WIZARDS while they are wholly within 18" of this unit. In addition, this unit knows all of the spells from the Lore of Change.

Spell-thief: Should a rival sorcerer conjure a spell that intrigues the Lord of Change, the greater daemon will acquire the incantation for its own use.
If this unit successfully dispels an endless spell, instead of dispelling it, you can say that it will steal it. If you do so, this unit gains control of that endless spell and counts as the WIZARD that summoned it until it is dispelled or another unit steals it.

Oracle of Eternity: The oracle uses his insight to guide reality into fulfilling own prophecies. A single twist in fate can mean utter devastation to any who cross Kairos.
At the start of your hero phase, if this unit is part of your army and on the battlefield, and you have fewer than 9 Destiny Dice, you can roll a dice and add it to your Destiny Dice.

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

Infernal Gateway: The Lord of Change. ~ opens a portal to the Realm of Chaos, pulling enemies to their doom.
Infernal Gateway is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 9 dice. That enemy unit suffers 1 mortal wound for each roll that is equal to or greater than the Infernal Gateway value shown on the caster’s damage table.

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.
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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.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024