Disciples of Tzeentch – Fatemaster

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DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
14"
5
4+
2
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.
DISCIPLES OF TZEENTCH WARSCROLL
Fatemaster
MELEE WEAPONS
AtkHitWndRndDmg
Fireglaive of Tzeentch [Wyrdflame]
Fireglaive of Tzeentch
Wyrdflame
33+3+1D3
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ARCANITE

Passive
LORD OF FATE: Tzeentch’s chosen disciples can affect the destiny of those around them.

Effect: Add 1 to wound rolls for attacks made by friendly ARCANITE units while they are wholly within 12" of this unit.

Reaction: Opponent declared a SPELL ability
SOULBOUND SHIELD: This shield can shelter the wielder against even the most potent magical attacks.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

KEYWORDS
HERO, CAVALRY, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, DISC OF TZEENTCH
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
© Vyacheslav Maltsev 2013-2024