Disciples of Tzeentch – Kairos Fateweaver

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DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
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.
DISCIPLES OF TZEENTCH WARSCROLL
Kairos Fateweaver
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Tomorrow
Staff of Tomorrow43+2+1D3
Curved Beaks
Curved Beaks54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Tzeentchian Deceiver, Any DISCIPLES OF TZEENTCH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Curved Beaks is 3.

Passive
MASTERY OF MAGIC: To master the arcane is to embody Tzeentch’s designs.

Effect: When you make a casting roll for this unit, you can change the lowest D6 to match the highest D6.

Once Per Battle, Reaction: You declared the ‘Tactical Gambit’ ability
ORACLE OF ETERNITY: Kairos’s heads have insights into the future and the past.

Effect: Pick 1 of the following effects:

Read the Past: You can pick 1 battle tactic that you have already attempted.

Read the Future: You can pick 2 battle tactics that you have not yet attempted, but you can only complete 1 of them (even if you meet the conditions to complete both). The other does not count as having been attempted. If you do not complete either battle tactic, you can pick which does not count as having been attempted.

Passive
BEACON OF SORCERY: Spreading his arms, Kairos saturates the area with magic.

Effect: Add 1 to casting rolls and unbinding rolls for friendly DISCIPLES OF TZEENTCH WIZARDS while they are wholly within 12" of this unit.

Your Hero Phase
8
ARCANE SUGGESTION: The sorcerer’s victims are reduced to little more than puppets on a string.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Pick 1 of the following effects to apply to the target until the start of your next turn:

It’s Hopeless: The target cannot use commands.

Drop Your Weapons: Subtract 1 from hit rolls and wound rolls for the target’s attacks.

Kneel: Subtract 1 from save rolls for the target.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
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 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.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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

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
Once Per Battle Round, Start of Your Turn
TACTICAL GAMBIT: You order your troops to seize an opportunity that has arisen amidst the flow of battle.

You cannot use this ability if you went second in the previous battle round and chose to go first in the current battle round.

Effect: Pick 1 battle tactic that you have not yet attempted. You can attempt to complete that battle tactic this turn.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

© Vyacheslav Maltsev 2013-2024