No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
160 Fateskimmer (base: 120 x 92mm) |
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1 | 160 Fateskimmer |
14" | 4+ | 3+ | 3 | 5 | 8 | 3 | 8 | 5+ | 120 x 92mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Fateskimmer | ||||||
Ritual dagger | ||||||
Ritual dagger | Melee | Melee | User | -1 | 1 | Each time this weapon slays an enemy model, the bearer regains 1 lost wound. |
Each time this weapon slays an enemy model, the bearer regains 1 lost wound. | ||||||
Screamers | ||||||
Screamers’ lamprey bite | ||||||
Screamers’ lamprey bite | Melee | Melee | 6 | -3 | 2 | After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile. |
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may take a staff of change. • A Burning Chariot may also be ridden by Chanting Horrors (see Irritating Chant ability).
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ABILITIES | |
ABILITIES |
Daemonic, Ephemeral Form, Daemonic Ritual Locus of Tzeentch: Add 1 to the Strength characteristic of friendly TZEENTCH DAEMON units within 6" of one or more models with this ability. Irritating Chant: If a Burning Chariot is ridden by Chanting Horrors, your opponent must subtract 1 from Psychic tests made for enemy units within 9" of any such models. Staff of Change: +5 Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change. |
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Tzeentch discipline. | |
FACTION KEYWORDS: CHAOS, DAEMON, TZEENTCH | |
KEYWORDS: CHARACTER, CHARIOT, HORROR, FLY, PSYKER, HERALD OF TZEENTCH, FATESKIMMER |
1CP | ||
WARP PORTAL Tzeentch Daemons Stratagem Like a shimmering patch of wrong sky, a floating doorway disgorges soaring Daemons wreathed in fire. Use this Stratagem in your Movement phase. Select one FLUXMASTER, FATESKIMMER or BURNING CHARIOT model from your army. Remove that model from the battlefield and set it back up anywhere on the battlefield that is more than 9" from any enemy models. This model cannot move further this phase. | ||
2CP | ||
SOUL SACRIFICE Chaos Daemons Stratagem A daemonic pact of terrible power can be assured for a price… Use this Stratagem before a CHAOS CHARACTER from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hit rolls of 1 for the summoned unit while it is within 6" of the character that performed the Daemonic Ritual. | ||
1CP/3CP | ||
REWARDS OF CHAOS Chaos Daemons Stratagem The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards. Use this Stratagem before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefacts for 3 CPs. All of the Hellforged Artefacts that you include must be different and be given to different DAEMON CHARACTERS. You can only use this Stratagem once per battle. | ||
1CP | ||
DAEMONIC PACT Chaos Daemons Stratagem Many foul champions are adept at summoning daemonic allies. Use this Stratagem after a CHAOS CHARACTER from your army summons a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons to the battlefield by performing another Daemonic Ritual. | ||
1CP | ||
MAGICAL BOON Tzeentch Daemons Stratagem Arcane knowledge and mystical power have ever been the domain of Tzeentch and his minions. Use this Stratagem at the end of your Psychic phase. Select a TZEENTCH DAEMON PSYKER from your army; it can immediately attempt to manifest one additional psychic power this turn. | ||
2CP | ||
LOCUS OF CONJURATION Tzeentch Daemons Stratagem Sorcerous power surrounds Tzeentch’s chosen champions. Use this Stratagem at the start of your Psychic phase. Select a TZEENTCH DAEMON CHARACTER from your army – until the end of the phase you can re-roll any failed Psychic tests made for friendly TZEENTCH DAEMON units within 6" of that model. | ||
D6 | PSYCHIC POWER | |||||||||
1 | BOON OF CHANGE As the Daemon chants, its minions begin to twist and new forms take shape as the will of Tzeentch demands. Boon of Change has a warp charge value of 7. If manifested, select a friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.
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2 | BOLT OF CHANGE The Daemon unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations. Bolt of Change has a warp charge value of 8. If manifested, select an enemy unit that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty. |
3 | GAZE OF FATE The Daemon uses its powers of precognition to unravel the strands of destiny, and in doing so discovers the one true path to victory. Gaze of Fate has a warp charge value of 6. If manifested, you can re-roll a single dice roll later during your turn. |
4 | TREASON OF TZEENTCH The psyker reaches into the mind of its victim, subverting their will and turning them upon their own allies. Treason of Tzeentch has a warp charge value of 8. If manifested, select an enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases. |
5 | FLICKERING FLAMES Cackling madly, the psyker’s minions are wreathed in pink and blue flames that leap forth to consume their foes. Flickering Flames has a warp charge value of 5. If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit’s shooting weapons. |
6 | INFERNAL GATEWAY The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion. Infernal Gateway has a warp charge value of 8. If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model’s unit, and every other unit (friend and foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+. |
This datasheet has HQ Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:
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The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.
Units with this ability have a 5+ invulnerable save.Daemons of Tzeentch reflect their master’s manipulative and capricious nature, their immortal forms forever in flux.
Add 1 to any invulnerable saving throws made for this unit.The CHAOS and CHARACTER keywords are used in the following Chaos Daemons datasheets:
The KHORNE keyword is used in the following Chaos Daemons datasheets:
The TZEENTCH keyword is used in the following Chaos Daemons datasheets:
The NURGLE keyword is used in the following Chaos Daemons datasheets:
The SLAANESH keyword is used in the following Chaos Daemons datasheets:
The CHARACTER and KHORNE keywords are used in the following Chaos Daemons datasheets:
The KHORNE and DAEMON keywords are used in the following Chaos Daemons datasheets:
Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.
Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).The TZEENTCH and DAEMON keywords are used in the following Chaos Daemons datasheets:
The CHAOS keyword is used in the following Chaos Daemons datasheets:
The DAEMON keyword is used in the following Chaos Daemons datasheets:
The TZEENTCH keyword is used in the following Chaos Daemons datasheets:
The CHARACTER keyword is used in the following Chaos Daemons datasheets:
The PSYKER keyword is used in the following Chaos Daemons datasheets:
The HERALD OF TZEENTCH keyword is used in the following Chaos Daemons datasheets:
The HORROR keyword is used in the following Chaos Daemons datasheets:
The DAEMON and CHARACTER keywords are used in the following Chaos Daemons datasheets:
The TZEENTCH, DAEMON and PSYKER keywords are used in the following Chaos Daemons datasheets:
The TZEENTCH, DAEMON and CHARACTER keywords are used in the following Chaos Daemons datasheets:
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The FLY keyword is used in the following Chaos Daemons datasheets:
Screamers’ lamprey bite used in the following datasheets:
The CHARIOT keyword is used in the following Chaos Daemons datasheets:
The FLUXMASTER keyword is used in the following Chaos Daemons datasheets:
The FATESKIMMER keyword is used in the following Chaos Daemons datasheets:
The BURNING CHARIOT keyword is used in the following Chaos Daemons datasheets:
Ritual dagger used in the following datasheets: