Disciples of Tzeentch – Fatemaster

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DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
5"
6
4+
2
The military masterminds of the Arcanite cults, Fatemasters are charismatic firebrands who weave plots and illusions to ensure their enemies’ annihilation. Their cursed glaive carves through flesh and metal with unnatural ease, while a loyal Twistwing familiar provides them with an unimpeded view of the battlefield.
DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
MELEE WEAPONS
AtkHitWndRndDmg
Cursewrought Glaive
Cursewrought Glaive43+4+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ARCANITE
Notes: This HERO can join an eligible regiment as an Arcanite Cabalist.

Once Per Turn (Army), Enemy Hero Phase
2
LONG IN THE PLANNING: Carefully prepared deceptions and illusions pave the way for a merciless Arcanite assault.

Declare: Spend 2 fate points. Then, pick a visible friendly ARCANITE unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, the first time an enemy unit ends a charge move within 3" of the target, you can remove the target from the battlefield and set it up in reserve masked by illusion.

Once Per Turn (Army), Your Movement Phase
BOUND RETINUE: The Fatemaster’s Twistwing relays the locations of favoured followers, and when the uprising breaks out, it is these chosen blades who form an honour guard for their master.

Declare: This unit can only use this ability if it is masked by illusion. Pick up to 1 other friendly unit that is masked by illusion to be the target.

Effect: Set up this unit on the battlefield more than 9" from all enemy units. Then, set up the target wholly within 6" of this unit and more than 9" from all enemy units.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE
Army List
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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2026