Fatemaster

(Entry)
Type: model
EntryId: 5126-465f-c53f-1afc
Hidden: false
Costs: 46 pts

Constraints:

min: 3
Options (4)
Rules (4)
Master of Fate
Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.
Coven of Tzeentch
A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.
Will of Chaos
Units with this rule always re-roll failed Panic tests.
Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).

Profiles:

Model MWSBSSTWIALDType
Fatemaster

4

5

3

4

4

2

4

2

8

Cavalry

Wizard Wizard LevelKnown SpellsSpell LevelMax. Power Dice Per SpellBonus to Casting/Dispel Value
Fatemaster

2

2

1-4

4

Spell Spell LevelTypeCasting ValueRange
Blue Fire of Tzeentch

Signature Spell

Magic Missile

6+/9+

24"/48"

Causes D6 S D6+1 hits with Flaming Attacks.

Boon of Magic

Lore Attribute

When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell’s effect(s), you immediately add a single power dice to your army’s pool for each result of a 6 that was rolled to cast the spell.

Pink Fire of Tzeentch

2

Direct Damage

8+

Place the teardrop-shaped template with its narrow end touching the front of the Wizard's base and the large end aimed at the target. Roll 2D6 and move the template directly forwards the number of inches indicated. All models underneath the template suffer a S D6+1 hit with Flaming Attacks (roll once for the S and use that value for all hits).