Fateweaver, Oracle of Tzeentch

(Entry)
Type: unit
EntryId: efc9-6d6a-bfd2-0336
Hidden: false
Costs: 333 Points

Constraints:

max(force): 1
Options (1)
Daemon:
Rules (2)
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Abilities
Oracle of Eternity:

Fateweaver and all friendly units within 6" may re-roll all failed Armour, Invulnerable and Cover saves. However, for every unsaved wound suffered by Fateweaver, take a Ld test. If the test is failed, he retreats in shock and is removed as a casualty.

Unit WSBSSTWIALdSv
Fateweaver

4

5

5

5

3

4

2

9

3+ Invulnerable

Melee Weapons
Soul Devourer:

The Daemon counts as armed with a power weapon. In addition, if a model suffers any unsaved wounds from the Daemon's close combat attack, it must immediately take a Leadership test for each wound suffered (on its own Leadership value, the model cannot use another model's Ld for this test). If any of these tests are failed, the victim suffers instant death.

Daemonic Gift
Daemonic Flight:

Models with Daemonic Flight move like Jump Infantry.

Master of Sorcery:

The model can use one extra ranged weapon in its Shooting phase (but not the same one twice, as normal)

We are Legion:

During the Shooting phase, the Daemon does not have to target all its ranged weapons against the same target. Instead, it may fire any of its weapons at a different target (declare all targets before rolling to hit). It can then choose to assault any of the enemies it has fired against.

If the Daemon is an Independent Character and joins a unit, it can choose different targets from its unit's. Note that the unit is not affected by the shooting of the character in regards to which enemy they can assault in the ensuing Assault phase.

Breath of Chaos:

Breath of Chaos is a template weapon. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, with no Armour or Cover saves allowed! Vehicles touched by the template suffer a glancing hit on a D6 roll of 4+.

Boon of Mutation:

Boon of Mutation is a ranged weapon, but the Daemon may be in close combat at the time it uses it, as may the target. Pick any one enemy model (no line of sight required) and roll to hit. If a hit is scored and the target is found to be within 6" of the Daemon, the target must immediately take a Toughness test. If the test is failed, the target is transformed into a shapeless blob of flesh and is removed as a casualty. Note that, as no wounds are taken, no saves apply! Models without a Toughness characteristic cannot be affected.

If the player using this Gift has a Chaos Spawn model available, he may replace the victim with a Spawn. If the model was in base contact with any models, move it so that it is 1" away from them. The Spawn is not a Daemon, but is a normal unit under the control of the player that used the Gift. The new Spawn may do nothing for the rest of the turn when it is created. If killed, it is worth 40 Victory points.

Weapons RangeStr.APTypeNotes
Daemonic Gaze

24"

5

3

Assault 3

Bolt of Tzeentch

24"

8

1

Assault 1

Used By (1)
Chaos Daemons(Catalogue)