Disciples of Tzeentch – Fateskimmer, Herald of Tzeentch on Burning Chariot

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DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
12"
8
5+
2
Heralds of Tzeentch are the captains of the Change God’s scintillating hosts. These daemons have been granted greater individuality and command of magic than the gibbering Horror masses, though ultimately they remain nothing but pawns in Tzeentch’s schemes. There are numerous different ranks of Herald, each with a role to play in their master’s ineffable designs. Obsessed with showing off their status and outdoing their rivals, Heralds of Tzeentch festoon themselves with arcane tomes and trinkets, relics scrounged from the archives of the Impossible Fortress and leaden with magic. Fateskimmers are Heralds that have, through acts of particular deviousness, earned the right to ride a Burning Chariot. Borne upon a Disc of Tzeentch pulled by a pair of captive Screamers, they rain arcane destruction from on high, hurling spells, hexes and firestorms selected from their favoured eldritch tomes. Cautious and controlling Fateskimmers prefer to lurk upon the battle’s edge, screeching orders while conjuring streams of wyrdflame. Yet some Fateskimmers – those who believe that destiny often requires more deliberate shunts – cannot resist the thrill of smashing their bladed contraption into the enemy, delighting in the rain of blood and severed body parts that such a collision throws up.
DISCIPLES OF TZEENTCH WARSCROLL
Fateskimmer
Herald of Tzeentch on Burning Chariot
RANGED WEAPONS
RngAtkHitWndRndDmg
Iridescent Flames [Wyrdflame]
Iridescent Flames
Wyrdflame
12"34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
Screamers’ Lamprey Bites [Anti-MONSTER (+1 Rend), Companion]
Screamers’ Lamprey Bites
Anti-MONSTER (+1 Rend), Companion
64+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DAEMON

End of Any Turn
FUELLING THE INFERNO: The mere presence of a Fateskimmer causes wyrdflame to blaze brightly.

Declare: Pick up to 3 BURNING enemy units within 12" of this unit to be the targets.

Effect: Inflict 1 mortal damage on each target.

Your Movement Phase
WAKE OF FIRE: Enemies unfortunate enough to be passed by a Burning Chariot are consumed by waves of unnatural fire.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice. On a 3+, the target has the BURNING keyword.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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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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’).
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.
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!
Those HEROES can join an eligible regiment as a Tzeentchian Deceiver.

Infantry Hero
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

© Vyacheslav Maltsev 2013-2024