12" 16 5+ 5 Aeons ago, Tzeentch hurled the Lord of Change known as Kairos into the Well of Eternity, curious as to what would become of the daemon within that abyss of infinite possibility. The being that emerged from that roiling maelstrom was fundamentally altered from that which had come before. Kairos’s essence had bifurcated, two heads sprouting from his wizened shoulders. The right head could see the many forks of the future, while the left possessed perfect clarity on all that had transpired in the past. Yet in becoming attuned to the flow of eternity, Kairos sundered himself from the present; unable to follow time as it passes, he now can only see what was and what might be.
The secrets Kairos is privy to have made him the Architect of Fate’s foremost lieutenant, sent into the Mortal Realms to oversee the most vital manipulations of destiny. Though his inability to perceive the present may occasionally blindside him, Fateweaver allows only those who serve his purpose to draw close. Those he deems irrelevant are disposed of with bolts of pure mutation or torrents of prismatic wyrdflame, both of Kairos’s heads cackling in cruel mirth as they watch the prelude to and consequences of this destructive spellcraft unfold. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Staff of Tomorrow | |||||||
Staff of Tomorrow | 4 | 3+ | 2+ | 1 | D3 | ||
Curved Beaks | |||||||
Curved Beaks | 5 | 4+ | 3+ | 1 | 2 |
Passive |
Passive |
Once Per Battle, Reaction: You declared the ‘Tactical Gambit’ ability |
Passive |
Your Hero Phase | 8 |
KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (5+) |
CHAOS, DISCIPLES OF TZEENTCH, DAEMON |
| ||
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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
| ||
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
The UNIQUE keyword is used in the following Disciples of Tzeentch warscrolls:
The HERO keyword is used in the following Disciples of Tzeentch warscrolls:
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
Passive |
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! | ||
The FLY keyword is used in the following Disciples of Tzeentch warscrolls:
The WARD keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
Once Per Battle Round, Start of Your Turn |
The DISCIPLES OF TZEENTCH and WIZARD keywords are used in the following Disciples of Tzeentch warscrolls:
The MONSTER keyword is used in the following Disciples of Tzeentch warscrolls: